; LIBRARY OF CONGRESS, j 



Shelf *.NZ\l.i 
i . 

i UNITED STATES OF AMERICA. 



WHIST OF TO-DAY. 



IN TWO PARTS. 



Part l.—For the Beginner: 

Suggests a New and Easy System of 
Mastering the Scientific Principles of 



Part 2— For the Advanced Player: 

Gives all the Recent Whist Develop- 
ments, ma?iy of which have beeii 
Originated by the Author, and appear 
for the first time in print. 



the Game. 



BY 



MILTON C. WORK. 



PUBLISHED 

DREKA, 
PHILADELPHIA. 

1895. 




/ 




Copyright, 1895, 

BY 

DREKA. 



THIS BOOK 
IS FRATERNALLY DEDICATED 

TO 

GUSTAVUS REMAK, JR., 
ELLIS AMES BALLARD, 
FRANK P. MOGRIDGE, 

Who, with the Author, at present 
compose the team of the 
Hamilton Club. 



« 



PREFACE. 



THE writer has two totally dissimilar reasons 
for adding another treatise on Whist to 
the literature of the game, viz. : Because he 
believes — 

That a system for the Beginner, simpler 
and yet surer than any yet suggested, is 
possible ; 



That many developments which have never 
appeared in print (most of which have 
been suggested within the last year) should 
be classified, so that the game may be 
brought "up to date" for the Advanced 
Player. 




AND 



CONTENTS. 



PART I. 
For the Beginner. 

PAGE 

Introduction 3 

CHAPTER I. 
Rudimentary Leads, Inferences, Plays and Maxims . 10 

CHAPTER II. 
Rudimentary Trump Leads and Situations 20 

CHAPTER III. 
Second Round of a Suit and Short Suits 24 

CHAPTER IV. 
The Trump Signal — The Echo — The Discard ... 28 

CHAPTER V. 
American Leads 31 

CHAPTER VI. 
Second- Hand Plays in Full 40 

CHAPTER VIE 
Unblocking 43 



ii 



CONTENTS. 



PART IL 
For the Advanced Player. 

PAGE 

Introduction ....... 47 

CHAPTER I. 

Long-Suit Leads 51 

American Leads 52 

Old Leads 53 

Trump-Showing Leads 57 

Optional Trump- Showing Leads 63 

Hamilton Leads 65 

Resume of Various Systems 68 

Ace and four or more others (Plain Suits) . . 70 

How to Follow after Lead of an Ace .... 74 

Choice of Plain Suits 75 

CHAPTER II. 

Original Lead of a Short Suit 78 

CHAPTER III. 

Irregular Leads 84 

With Honor Turned 84 

To Beat the Turn-up 89 

Queen from Queen, Jack, Nine and two or 

more others S9 

CHAPTER IV. 

Trick-Losing Leads 91 

Ace, King, without any small card 91 

Nine from King, Jack, Nine 92 

Ace, King, Jack — Jumping the Suit for the 

Finesse 92 

The Lead of a Face Card of a Long Plain Suit 

and then a Singleton 93 

CHAPTER V. 

Second-Hand Plays 94 



CONTENTS. iii 

CHAPTER VI. 

Third- Hand Plays 98 

The Finesse Obligatory 103 

False Card— Third-Hand 104 

When not to Beat the Card Played by the 

Second-Hand 104 

CHAPTER VII. 
Fourth-Hand Plays 106 

CHAPTER VIII. 

Discarding 108 

CHAPTER IX. 

Trumps in 

When to Lead 1 1 1 

When to Signal 114 

When to Guess at a Signal 115 

How to Lead to a Signal 116 

How to Ruff with Long Trumps 1 17 

CHAPTER X. 

Signals and Echoes 119 

The Sub-Echo 120 

The Plain-Suit Signal 120 

The Three-Echo 121 

The Four-Signal 122 

Showing the exact number of Trumps by Signal 123 
Showing the exact number of Trumps by Echo 124 

A Signal after a Lead 124 

Showing number of Trumps after a Signal . .124 
Repeating the Signal to show Six Trumps . .125 

Second-Hand Signals 126 

Trump Signal to show no more of a Suit . . .126 
Showing the number of Trumps on Adversary's 

Lead 127 



iv CONTENTS. 

CHAPTER XI. 

PAGE 

Miscellaneous 128 

Avoid Changing Suits . 128 

When to Treat Plain Suits as Trumps . . . .130 
When to Lead Long Suits as Short Ones . . .131 
When to Lead Short Suits as Long Ones . . .131 
When to Hold Up the Lowest Card of the Ad- 
versary's Suit 131 

CHAPTER XII. 
Duplicate Whist Matches and How to Win Them . 132 

CHAPTER XIII. 
Progressive (or Compass) Whist 138 



APPENDIX A. 

The Laws of Whist 151 

The Etiquette of Whist 162 

The Laws of Duplicate Whist 164 



APPENDIX B. 
Glossary 173 




PART I. . 

For the Beginner. 




INTRODUCTION. 



AT the outset it must be stated that Part I 
is intended simply and solely for the 
Beginner in the literal sense of the term. A 
beginner in the study of the scientific game 
of Whist may be defined to be one who has 
either never previously tried to play the game 
at all, or who, when he has played at Whist, has 
done so without attempting to use or learn any 
system of play whatever — in short, one who 
has absolutely no knowledge of the art of 
scientific Whist. 

It is presumed that the beginner is familiar 
with the names and respective values of the 
fifty-two cards and the rudimentary rules of the 
game, and it is essential that he should be, be- 
fore taking up Chapter I. The rules will be 
found in Appendix A, while any technical terms 
with which he is unfamiliar can be easily under- 
stood by examining the Glossary, Appendix B. 

Before starting to consider questions of play, 
a few words of advice would seem appropriate, 
and the first suggestion offered is, Do not try 
to grasp too much at once. 

3 



4 



WHIST OF TO-DA Y. 



To master the modern game of scientific 
Whist is not an easy task. Many have tried 
and failed, simply because they have attempted 
to accomplish the impossible by trying to com- 
prehend it all at once. Unable to do this, 
they have become discouraged, and, imagining 
the task beyond their capacity, have abandoned 
it as hopeless, when, as a matter of fact, neither 
the capacity of the pupil nor the difficulty of 
the subject was the real cause of the failure, 
but simply the method adopted of reaching the 
desired end. 

Too many Whist teachers begin with matters 
that should be left unconsidered until much 
later in the course, when the student will, by 
reason of his advancement, be able to compre- 
hend and appreciate principles that at the start 
would have seemed intricate and confusing. 
As well try to teach a child to dance before it 
can walk, or to read before it learns its letters, 
as to start the Whist beginner with a system of 
scientific leads that is the development of gen- 
erations of Whist playing, Whist thinking and 
Whist reading, and which, while necessary for the 
student to understand before he can cross the 
border line which separates the Whist learner 
from the Whist player, can most easily and 
most surely be mastered by degrees. 

The writer firmly believes that it is possible 
for any human being (not mentally deficient) 



WHIST OF TO- DA Y. 



5 



to become a good Whist player, provided the 
study of the game is undertaken rationally. 
By that is meant avoiding the three common 
mistakes, which, when considered theoretically, 
certainly seem irrational, but which are never- 
theless most prevalent, and which, it may be 
here suggested, are much more easy to observe 
in others than to detect in yourself — for which 
reason they should be carefully watched for at 
home. These three mistakes are : 

1. Trying to learn all at once. 

2. Imagining you know it all before you 
know it half. 

3. Trying to learn without combining prac- 
tice with precept. 

The following pages attempt to supply the 
precept in the most concise manner possible. 
The practice the student must supply himself. 

The best method of combining practice and 
precept is for the student first to carefully study 
Chapter I, then to play for a reasonable period 
of time either with other students similarly ad- 
vanced or with players to whom the stage of 
advancement is explained and who are asked 
to adapt their play accordingly. Should these 
players try to explain additional developments 
the student should request them not to do so, 
as it is the fundamental theory of the system 
suggested that each step be thoroughly com- 
prehended as it is taken. This can best be ac- 



6 



WHIST OF TO-DA Y. 



complished by practicing and studying the 
questions as they are taken up without confus- 
ing them with more advanced propositions. 
In such case an old maxim may be most appro- 
priately transposed so as to read : " Too much 
knowledge is a dangerous thing." 

The student should not be discouraged if 
the would-be wise assert that the wrong system 
is being inculcated. Not an unnecessary lead 
or doctrine of any kind is suggested, and the 
right system is evolved in the end by what is 
believed to be the quickest, wisest and surest 
method. 

When the precept of the first chapter has 
been thoroughly combined with practice, and 
the doctrines therein suggested completely 
mastered, then, and not until then, take up the 
second chapter. The same suggestions apply 
to each succeeding chapter of Part I. Be 
sure, before any step forward is taken, that it 
is not made too soon, as too great haste is a 
most frequent mistake and often a difficult one 
to repair. By slow but accurate stages the goal 
is sure to be reached. By rapid transit it may 
be ; but the time taken to repair accidents will 
be too expensive to justify the procedure. 

Remember always, from the beginning to 
the end of the study of the game, that you 
and your partner have twenty-six cards to play 
for the common cause, of which you have but 



WHIST OF TO -DA Y. 



7 



thirteen. The science of the game is for you 
each to inform the other of the contents of 
your respective hands so that the twenty-six 
cards may be played as nearly as possible as if 
they were combined in one hand. By this 
method greater success can be obtained than 
by following the common yet fallacious doc- 
trine that because you have two adversaries 
and but one partner you must practice decep- 
tion. There are cases where this may be true, 
but they will come later. At the start be care- 
ful to inform your partner as accurately as pos- 
sible of the contents of your hand, and expect 
him to treat you with like confidence. 

Upon picking up your hand always count 
your cards. This has a double advantage, as 
it not only makes you sure that the proper 
number of cards have been dealt to you, but 
also helps you in impressing upon your mind 
the length and strength of your four suits, and 
aids you in mapping-out the general plan of 
campaign that you propose to adopt in the 
management of the hand. While doing this 
you can also be arranging your hand for play. 

The method of arrangement recommended 
is to place the smallest card of a red plain suit 
on one end and the smallest card of a black 
plain suit on the other. In each case arrange 
in order from the smallest card of the suit to 
the highest. Then in each case take the suit 



s 



WHIST OF TO- DA Y. 



of the different color and arrange from the 
smallest to the highest of that. You will thus 
have one suit on each end of your hand and 
two in the middle, one of the latter being the 
trump, and will have low cards at each end of 
the hand. By this method of arrangement the 
danger of information being obtained by an 
adversary in regard to the contents of your 
hand by the place from which you pull your 
cards is reduced to the minimum. It is the 
method employed by the best players, and 
when you once accustom yourself to it you 
will find it both simple and satisfactory. 

When once your cards are arranged and 
your hand carefully examined, it is not neces- 
sary for you thereafter to study its contents. 
Keep your eyes away from it, except when you 
are about to play. When you have determined 
upon your play, be careful that you pull from 
your hand but one card and that it is the one 
chosen for the play. 

At all other times keep your eyes on the 
table and not upon your hand. It is on the 
table the game is played, and too frequently 
even advanced players miss points of play be- 
cause they are for some inexplicable reason 
studying the contents of their own hand instead 
of watching the play on the table where the 
information is to be obtained. 

From the start concentrate your attention 



WHIST OF TO-DA Y. 



9 



upon the game and exercise your memory, in 
order that you may always be sure just what 
cards have and what have not been played. 
Almost any one can with practice learn to re- 
member accurately, provided he possesses the 
power to concentrate his entire attention upon 
the game. The memory is often unjustly 
blamed for not carrying some card which, owing 
to lack of attention, was never lodged in the 
mind. Start by keeping count of the number 
and size of the cards played in your own suit, 
then add the trump suit, and gradually learn to 
keep accurate tab on all four. 

Draw an inference from each play made by 
either adversary or partner. When these in- 
ferences prove to be wrong, examine and find 
whether the fault was with the inference or the 
play upon which it was founded. Remember 
the ability to draw 'correct inferences is the 
greatest accomplishment in modern Whist, and 
is the most important element in the making 
of a first-class player. 




CHAPTER I. 



Rudimentary Leads, Inferences, Plays and 
Maxims. 



Leads. 

THE first question that presents itself to the 
beginner is, What shall I lead ? and that 
is, therefore, the first point to settle to his satis- 
faction. 

The original decision which the leader is 
compelled to make is whether to open trumps, 
and this may be determined as follows : If the 
hand contains five or more trumps, or four 
trumps and considerable strength in the plain 
suits, it is strong enough as a general rule to 
justify a trump lead, otherwise not. When 
trumps are not to be opened, the strongest plain 
suit should be chosen, and the fourth-best card 
of that suit should be led, unless it contains 
such a combination of high cards that more 
tricks will probably be made by opening the 
suit with one of them. The combinations of 
high cards at the head of a suit which cause a 
departure from the fourth-best doctrine are : 



WHIST OF TO-DA Y. 



i i 



Ace and four or more others. 
Ace, Queen, Jack. 

Ace, King (with or without the Queen). 
King, Queen (with or without the Jack). 
Queen, Jack, Ten. 
King, Jack, Ten. 

Considering these combinations seriatim we 
find (Note i.) :* 

Ace and four others. 
The length of this suit makes it dangerous 
to open with the fourth-best, as there is conse- 
quently too great a probability that it may be 
trumped on its second round and the Ace thereby 
lost. For this reason it is deemed wiser not to 
risk the Ace to the second round, but to lead it 
at once. Having led the Ace, follow with the 
fourth-best, as that card gives the most impor- 
tant information. 

Ace, Queen, Jack. 
Lead first the Ace and then the Queen, as by 
this means one trick at least in the suit is at once 
secured ; and even if the King is in the adver- 
sary's hand the command is retained and your 
partner informed that you have the Jack. If 

* Note i. — The system of leads here given is preparatory to the 
conventional system of American leads, which will come later. 
This system, however, is a part of the American system, and the 
student is therefore preparing himself in the best possible way to 
master that system by learning this. 



12 



WHIST OF TO- DA Y. 



the Queen wins, the King is marked in your 
partner's hand. 

Ace, King {with or without the Queen). 

With the two best of the suit you cannot 
afford to lead your fourth-best, as if you did 
one of your face cards would probably be 
trumped. You should therefore lead first the 
King and follow with the Queen, if you have 
it. If the Queen is not in your hand follow 
with the Ace. When your King wins your 
partner, not having the Ace himself, can mark 
it with you, and if you then lead the Queen he 
has the additional information that you have 
that card also ; whereas, on the other hand, if 
you follow the King with the Ace he knows 
that you have not the Queen. 

King, Queen (with or without the JacJz) . 

Lead first the King, in order to force out the 
Ace if it is against you, and thus make your 
Queen good. If your King wins your partner 
is marked with the Ace, and you should con- 
tinue with your fourth-best. If the Ace takes 
your King when you get in again you should 
continue with your Queen, unless you have 
also the Jack, in which case you should lead 
that first, as your partner, from your previous 
lead, knows you must have the Queen. Of 



WHIST OF TO- DA Y. 



course, if you lead the Queen, your partner 
will know you have not the Jack. 

Queen, Jack, Ten. 

Lead first the Queen and follow, whether 
your Queen wins or not, with the Jack. From 
the fact that your Queen wins you cannot be 
sure whether your partner has both the Ace and 
King or whether he has the Ace, and the King 
is in the second hand ; therefore you must 
follow with the Jack, in case the latter is the 
true state of affairs, so that your partner can 
again hold up his Ace and thus keep the King 
from being made good. 

King, Jack, Ten. 

Lead first the Ten, and if either the Queen 
or Ace falls, follow, when you again lead the 
suit, with the King (in the former case because 
it will force out the best, in the latter because 
it is the best) ; should the Ten win, follow with 
the card below the Ten — which is, of course, 
the original fourth-best. 

The following tables should be learned, so 
that they are absolutely at your fingers' end : 



14 WHIST OF TO-DA Y. 



Table of Long-Suit Leads. 



HOLDING 


LEAD 


FOLLOW WITH 


Ace and four or 
more others. 


Ace. 


Fourth-best. 


Ace, Queen, Jack. 


Ace. 


Queen. 


Ace, King, with 
or without Queen 


King. 


Oueen if von have 
it ; if not, Ace. 


King, Queen, with 
or without Jack. 


King. 


If King wins, 4th- 
best. If King loses, 
Jack, if you have 
it; if not, Queen. 


King, Jack, Ten. 


Ten. 


If Ten wins, 4th-best 
If Ten loses, King. 


Queen, Jack, Ten. 


Queen. 


Jack. 


Any other com- 
bination. 


4 th -best. 


Aidsier carci, 11 > ou 
have it. If not, 
smallest, unless 
you have 2d and 
3d-best, in which 
case 2d-best. 



Table of Inferences* 



CARD LED. 


MEANS THAT LEADER HAS LEFT 
IN HAND. 


Ace. 


Four or more others, or Queen, Jack 
and one or more others. If the 
second lead is the Queen, the lat- 
ter; if 'not, the former. 


King. 


Either the Ace or Queen, or both, 
and others. 


Queen. 


Jack, Ten and one or more others. 


Ten. 


King, Jack and one or more others. 



WHIST OF TO-DA Y. 



*5 



The Second Round. 

When you are leading a plain suit that has 
been led once before, and you have the best 
card, always lead it. Very few suits go round 
three times without being trumped, and it is 
never thought safe to trust a master card for a 
third round. In trumps the same doctrine ap- 
plies, for the reason that you only lead trumps 
when anxious to get them all out, and the lead 
of a master trump insures at least two rounds. 

Second- Hand Play. 

The general rule is to play your lowest card 
second-hand on a small card led. To this 
rule, however, there is one exception, viz. : 
when you hold two or more face cards in se- 
quence in the suit. In that case you should, 
in order to prevent the trick from being taken 
too cheaply by the third-hand, play the lowest 
of the sequence of such face cards. There is 
one exception to this exception, viz. : Queen, 
Jack and more than one small card. The rea- 
son for playing the small card in this case is 
that the leader cannot have both the Ace and 
King, and by playing small you are practically 
sure of complete command of the suit after the 
second round. If a face card is led, play small, 
unless you hold two higher face cards or the Ace. 
In either of these cases cover the face card led. 



16 



WHIST OF TO-DA Y. 



Third-Hand. 

Always play your highest card, except when 
your highest cards are in sequence (then the 
lowest of the sequence), on your partner's lead 
of a small card. This rule of third -hand high 
has but a single exception, and that is when 
you hold the Ace and Queen. In this case the 
Queen should be finessed, it being the one in- 
stance in which you are justified in taking the 
liberty of finessing in your partner's suit. If 
your partner leads a King, you will, of course, 
not play the Ace if you have it, and likewise 
if he leads a Queen and you hold the Ace, you 
will finesse it just as you would if the Queen 
had been originally in your own hand. On 
the lead of a Ten, the third-hand should play 
Ace, unless the Queen is also in his hand, in 
which case he should play a small card, if he 
has one, as his partner has both the King and 
Jack, if he is leading regularly. In case you 
have none of the suit led by your partner you 
should, as a general rule, pass any face card led 
by him ; trump any spot card. 

Fourth -Hand. 

The fourth-hand should win the trick, if 
possible, as cheaply as possible. If he cannot 
win it he should play his lowest card. 

A few Whist maxims which should be mas- 
tered in connection with the foregoing follows : 



WHIST OF TO- DA Y. 



17 



Always Play the Lowest of a Sequence. 

This is a general rule and applies to second, 
third and fourth-hand plays. Of course, the 
trick-taking value of cards in sequence is 
exactly the same, but the order in which you 
play them is most important to your partner, 
as he will always read that you cannot have the 
card immediately in sequence below the one 
which you play. For example, with King, 
Queen and others you should play first the 
Queen, and your partner will then read that 
you may have the King, but cannot possibly 
have the Jack. It will thus be seen that this 
method of always playing the lowest of a se- 
quence gives very important information of 
both a negative and positive character. 

Return of Your Partner 1 s Lead. 

In returning your partner's lead it is possible 
to show the number of the suit remaining in 
your hand by the following method : If you 
have but two cards remaining, return the higher 
of the two. On the other hand, if there are 
more than two, return the original fourth -best — 
unless your hand contains the best card of the 
suit, which, as it is your partner's suit, and the 
second round, you should always play regardless 
of the number. 



1 8 



WHIST OF TO-DA K 



Show Your Own Suit. 
When not the original leader, it is advisable 
to show your partner which is your suit by 
leading it as soon as you get the lead, unless it 
is so very weak that for that reason you do not 
desire to lead it. In such case it is probably 
better to either return your partner's suit or 
lead through the strong suit of the adversary. 
This only applies if your partner has not led 
trumps. If he has done that he has under- 
taken the responsible part of the game, and 
there is no excuse for your not returning a 
trump immediately, if you have one. An old 
Whist maxim covers this case very thoroughly 
when it says that there are but two justifiable 
reasons for not returning your partner's lead of 
trumps, viz. : not having any and sudden 
death. 

Lead Up to the Weak and Through the Strong. 

This means that when in your judgment it is 
not wise to lead your own suit or return that of 
your partner, and you have to choose a suit de- 
clared to be that of one of your adversaries, 
you should pick the suit of your left-hand op- 
ponent, and thus lead through the strong hand 
up to the weak, instead of the reverse. The 
reason for this is at once obvious, as the latter 
procedure will sacrifice any strength in the suit 



WHIST OF TO-DAY. 19 

your partner may have, while the former will 
necessarily aid him in making full use of it. 

Establish ed Suits . 
When either your own suit or your partner's 
is thoroughly established you may exercise much 
more latitude in leading trumps than before 
this is the case. With an established suit, and a 
card of re-entry in the adversary's suit, a four- 
trump lead is almost invariably justifiable. 




CHAPTER II. 
Rudimentary Trump Leads and Situations. 



Trump Leads. 

N the previous chapter no distinction is made 
between leads from long plain suits and 
trumps ; but the student will appreciate that the 
reason there given for leading certain high cards 
from certain combinations in plain suits, to wit, 
the danger that if held too long such cards may 
be trumped, does not apply in trumps, and that, 
therefore, in leading trumps the cases in which 
a high card should be led originally are not as 
numerous as in plain suits. 

The following table shows the trump leads, 
and should be accurately fixed in the memory 
and carefully distinguished from the long-suit 
table, which henceforth will be considered as 
applying to plain suits only. (See Note i, 
page n.) 



WHIST OF TO-DA Y. 21 
Trump Leads. 



HOLDING 


LEAD 


FOLLOW WITH 


Ace and six or 
more others. 


Ace. 


Fourth-best. , 


Ace, Queen Jack 


Ace. 


Queen. 


Ace, King, 
Queen. 


King. 


Queen. 


Ace, King and 
five others. 


King. 


Ace. 


King, Queen and 
five others. 


King. 


If King wins, 4th -best. 
If King loses, Queen. 


King, Queen, 
Jack. 


King. 


If King wins, 4th-best. 
If King loses, Jack, 


King,Queen,Ten 


King. 


If King wins, 4th-best. 
If King loses, Queen. 


Queen, Jack, Ten 


Queen. 


Jack. 


King, Jack, Ten. 


Ten. 


If Ten wins, 4th-best. 
If Ten loses, King. 



Cross -Ruffs. 



A cross -ruff is most advantageous to the side 
that obtains it ; and as the opportunities of se- 
curing it are eagerly watched and sought for, 
just as carefully should you look for the danger 
of an adverse cross-ruff in order to prevent it 
by the only means possible, viz., a trump lead. 
Like returning your partner's lead of trumps, 
but two excuses will justify not leading trumps 
to break up a cross-ruff, viz. : not having 
trumps and sudden death. 



22 



WHIST OF TO-DA Y. 



Trumpi?ig a Doubtful Trick. 

When you are second-hand and have none 
of the suit led, the question often arises : 6 ' Shall 
I trump it ?' ' The rule is, if the card led is 
the best, or if you can mark the best with the 
third-hand, trump it ; if you can mark the best 
with your partner, pass it. If, however, as is 
frequently the case, the best card is not led, 
and you cannot tell whether it is in the third- 
hand or in your partner's, the trick is a doubt- 
ful one and you should trump it, if short in 
trumps ; pass it, if long in trumps. This is a 
rule that it is well to follow very closely. 

Forcing Your Partner. 

The rule is to always force your partner, if 
long in trumps ; if short, do not do so. The 
following exceptions to the latter half of the 
rule may, however, be noted : 

Force your partner in spite of your weakness 

(a) if either of the adversaries has shown 
trump strength ; 

(b) If he has shown any willingness to be 
forced ; 

(c) If he has already been forced ; 

(d) If after the development of his suit he 
has had the opportunity to show trump strength 
and has not done so. 



WHIST OF TO-DA Y. 



23 



Forcing the Adversary. 

Unless your partner wants trumps led you 
rarely have a better play, when not strong 
enough to lead trumps yourself, than to force 
an adversary declared to be strong in trumps. 
To force the partner of such an adversary is 
always the worst play you can possibly make. 




CHAPTER III. 



Second Round of a Suit and Short Suits. 



Second Round of a Suit. 

WHEN you have opened your suit originally 
with a small card, and are subsequently 
placed in the lead, the question will arise 
whether you should continue your own or lead 
some other suit. As a general rule, it is the 
better policy to continue your own suit. The 
following exceptions to this doctrine should, 
however, be noted : 

(a) When your partner has led trump. 

(b) When either your suit or your partner's 
is established, and you have reason to believe 
your joint hands have strength enough to get 
out the trumps and make the established suit. 

(c) When your partner's suit is stronger or 
more easily established than your own. 

(d) When you are weak in trumps, and your 
left-hand adversary or your partner has led a 
suit of which you have but one card left. 

(e) When your own suit is still hard to es- 

24 



WHIST OF TO- DA K 



25 



tablish and your partner probably has a tenace 
in the suit of your left-hand adversary. 

When a suit has been opened with- a small 
card by you, and .you are about to lead it a 
second time, you will, of course (it being the 
second round), lead the best card in the suit, if 
you then hold it. If you hold both the second 
and third best, lead the second best ; otherwise 
it is generally wisest to show your partner the 
exact length in the suit which you had origin- 
ally, which can most easily be done by leading 
the lowest. (See table of long plain-suit leads, 
page 14.) 

When both of the adversaries still have 
trumps, and you are about to continue your own 
suit or return that of your partner, be sure that 
at least one of the adversaries can follow suit, 
as otherwise one will discard and the other 
trump. It is always disadvantageous to lead a 
suit under such circumstances, as it gives the 
strong adversary a valuable opportunity to dis- 
card a losing card and the weak one to make a 
losing trump. 

It is as a general rule advisable to keep com- 
mand of your opponents' suit as long as pos- 
sible. On the other hand, you should get rid 
of the command of your partner's suit at the 
earliest moment, as you do not wish to run any 
risk of blocking it. 



26 



IVHIST OF TO-DAY. 



Short Suits. 

It is often necessary to open a short suit 
either originally in a hand which contains three 
short suits and four weak trumps or later on 
when there is some good reason which prevents 
you from 

(a) Continuing your own suit. 

(b) Returning your partner's suit. 

(c) Leading the suit of your left-hand adver- 
sary through him. 

When you have to lead a short suit, pick one, 
if possible, which is headed by two strengthen- 
ing cards, such as Queen, Jack : Jack, Ten ; or 
Ten, Nine. By so doing you will not materially 
weaken your own hand and at the same time 
give your partner a card that he can finesse. 

When you have no short suit headed by two 
strengtheners, choose one headed by a Jack or 
Ten rather than a smaller card, as any card 
smaller than the Ten is apt to be taken by your 
partner as a fourth -best and may cause the sac- 
rifice of a face card in his hand. 

But three short suits should be opened with 
the smallest, viz. : Ace. with two smaller cards 
(provided one is not the King and that the 
Queen and Jack are not the two smaller cards). 

King and two smaller cards (provided one is 
not the Queen). 



WHIST OF TO-DA Y. 



27 



Queen and two smaller cards (provided one 
is not the Jack). 

In every other case open with the top of a 
short suit. 

Queen and two smaller cards, one of which 
is not the Jack, is one of the worst suits to 
open, and another suit should be chosen if pos- 
sible. When this suit has to be opened, either 
the highest or lowest card may be chosen, and 
the leader must use his judgment, selecting the 
former if he has reason to think his partner 
strong in the suit, otherwise the latter. 




CHAPTER IV. 



The Trump Signal — The Echo — The Dis- 
card. 



The Trump Signal. 

THE signal commanding a partner to lead 
trumps is made by playing an unneces- 
sarily high card in any plain suit either second, 
third or fourth-hand. It is very useful when 
you are anxious to have trumps led and can- 
not get the lead. 

For example, your partner, or either of your 
adversaries, leads the King of a suit and follows 
with the Ace. You have the Nine, Seven and 
Two ; by playing first the Seven (an unneces- 
sarily high card) and next the Two you com- 
mand your partner to lead trumps whenever he 
next has the chance to lead. 

In leading trump to your partner's signal, if 
you have not more than three trumps, lead the 
highest you have, and if it wins follow with 
the next highest. If you have more than three, 

make the conventional trump lead, unless you 

28 



WHIST OF TO-DA Y. 



29 



hold the best, in which case lead it, following 
with the original fourth-best. 

It should in this connection be remembered 
that as a trump signal by your partner demands 
a complete departure from the game you are 
playing, and to miss seeing it often means the 
loss of an opportunity for trick-making that 
will never return, it should be watched for with 
the most scrupulous care. Also remember that 
as a signal is a command which must be carefully 
watched for and implicitly obeyed, it should 
never be given unless the player making it has 
good reason to suppose that a trump lead by 
his partner will prove of benefit. 

The Echo. 

When your partner has either led or called 
for trumps, you should echo if you have four. 
# An echo is simply a trump signal made in 
either a plain or trump suit after your partner 
has led or signaled. 

Example : Your partner leads trumps, and 
you have the Five, Four, Three, Two. Play 
first the Three, then the Two, and he will know 
you have two more. Had you played the Two 
first, it not being the beginning of an echo, he 
would, as soon as it fell, have known that you 
had but two at most left in your hand. 

When a lead is made from five trumps, and 



WHIST OF TO- DA Y. 



both opponents follow on two trump tricks, an 
echo enables a stoppage of the trump lead, as 
the trumps of the adversaries are exhausted. 

The Discard. 
General Rule. — Discard from your weakest 
suit, provided so doing does not unguard a face 
card. For the information of the student it 
should be here explained that for years there 
has been a generally recognized exception to 
this rule, viz. : when an adversary has led or 
signaled for trumps, and you have not previously 
shown your own suit, to first discard from the 
suit you want your partner to lead. Of late, 
however, a large and constantly increasing per- 
centage of the scientific players of the country 
have abandoned the exception as unsound. 
The question is discussed at a more appropriate 
place hereafter. At present the writer suggests 
that the student will find it easier and wiser in 
his own play to disregard the exception, which is 
explained here merely that it may be recognized 
and understood by the student when used by 
others. 



CHAPTER V. 

American Leads. 



THIS chapter introduces to the student an 
entirely new and somewhat difficult sub- 
ject. Before taking it up he should be sure 
that all that has gone before is absolutely under 
his command, as otherwise what follows may 
prove difficult and confusing. The subject 
referred to is what is generally known as the 
system of "American leads." The purpose 
of this system is to enable the leader to show 
the number of cards in any suit, in which a 
face card is led originally, by the card led. 
This is done as follows : 

Each one of the face cards when led is made 
to convey certain information as to the num- 
ber of the suit, in addition to information 
of the kind previously explained as to the 
presence or absence of other high cards. The 
information as to the number of the suit thus 
given is as follows : 



CARD LED. 

Ace. 
King. 
Queen. 
Jack. 



NO. IN SUIT SHOWN. 



Five or more. 

Exactly four. 
Five or more. 
Five or more. 

31 



32 



WHIST OF TO- DA Y. 



The way in which this is done in no manner 
affects the table of leads already given from the 
practical standpoint of the comparative trick- 
taking value of the card led, but merely varies 
certain leads heretofore given from cards in se- 
quence, when the suit led contains five or more 
cards. The leads previously given are still im- 
portant to remember (see Note i, page n), as 
they are not changed when the suit is composed 
of but four cards. They therefore will now 
show just what they did before, and in addition 
that exactly three cards of the suit are left in the 
leader's hand. The table of changes follows: 



HOLDING 


LEAD 
PREVIOUS- 
LY GIVEN. 


LEAD NOW GIVEN. 


WITH FOUR 
IN SUIT. 


WITH FIVE 
IX SUIT. 


Ace, King. 


King. 


King. 


Ace. 


Ace, King, 
Queen. 


King. 


King. 


Queen. 


Ace, King, 
Queen, Jack. 


King. 


King. 


Jack. 


Ace, Queen, 
Jack. 


Ace, fol. 
by Queen. 


Ace, fol. 
by Queen. 


Ace, fol. 
by Jack. 


King, Queen, 


King. 


King. 


Queen. 


King, Queen, 
Jack. 


King. 


King. 


Jack. 


Queen, Jack, Queen, fob 
Ten. 1 by Jack. 


Queen, fol. 
by Jack. 


Queen, fol. 
by Ten. 



WHIST OF TO-DA Y. 



35 



It will be noted that the principle is, when 
any two cards are in sequence, to make the 
lead of the lower of them show the greater 
number in suit. The only exception to this is 
Ace, King, in which instance the higher card 
shows the greater number merely because more 
information can be given by making the King 
originally led always show exactly four in suit. 

This principle once established can be car- 
ried out in a surprisingly large number of 
cases ; for example, the lead of the Jack shows 
five or more in suit, and if the Jack wins the 
partner (not holding the Ace himself) can read 
the leader with Ace, King, Queen, and at 
least one small card still in hand. The leader, 
having shown all this by his first card, can now 
show still more by his second. As he must 
have five, he, if he has no more than five, fol- 
lows with the Ace, that being the highest card 
in sequence. If he has six he chooses the 
King, that being the next lower, while if he 
has more than six he follows with the Queen, 
the lowest of all. The same principle is 
adopted in every similar case. With Ace, 
King, Queen and others the lead of the King 
shows four in suit and the lead of the Queen 
five. Therefore, with five exactly, follow 
Queen with Ace, the higher of the two cards 



34 



WHIST OF TO-DA Y. 



in sequence ; with more than five, follow with 
King. 

Ace, Queen, Jack produces another case, as 
Ace followed by Queen (the higher card) 
shows four, Ace followed by Jack five. 

The King, Queen, Jack combination is 
governed by the same principle. The King is 
led from four in suit, the Jack from five or 
more. Having led the Jack and shown at 
least five, follow with King (the higher card) 
with exactly five, the Queen with more than 
five. 

The same principle is, of course, applicable 
to trumps. 

The appended tables show how the principle 
is applied in every possible case. They give 
the leads now in most general use in this coun- 
try. The tables will at first seem intricate, but 
when studied with the principles heretofore 
mentioned in mind will soon yield to the stu- 
dent and in the end appear simple. 

The complete mastery of these tables, com- 
bined with what has gone before, and the very 
little that remains in Part I, will cause the term 
Beginner to cease to be appropriate to the 
reader. Therefore, at this crucial point in the 
study of the game, do not falter ; devote your 
best energies to mastering the task before you, 
and the goal is reached. 



WHIST OF TO-DAY. 
Table of Plain- Suit Leads. 



35 



NUMBER OF CARDS IN SUIT. 



HOLDING 


- 

FOUR. 


FIVE. 


.uUKh InAA rl\li. 




T J 

Lead 


Follow with 


Lead 


Follow with 


Lead ' Follow with 


Ace, King, 
Queen, Jack. 


King. 


Jack. 


Jack. 


Ace. 


Tark with6 > King. 
J ' w ltn 7, Queen. 


Ace, King, 
Queen. 


King. 


'Queen. 


Queen. Ace. 


Queen. King. 


Ace, King. 


King. 


Ace. 


Ace. 


King. 


Same as with Five, 


Ace, Queen, 
Jack. 


Ace, 


Queen. 


Ace. 


Jack. 




Ace, Queen, 
Jack, Ten. 


Ace. 


Ten. 


Ace. 


Jack. 




Ace and any 












other com- 


4th-best. Ace. 


Ace. 


4th-best. 




bination. 












King, Queen, 
Jack, Ten. 


King. 


Ten. 
If K.wins, 


Jack. 


King. 


Jack. Queen. 


King, Queen 
Jack. • 


King. 


4th-best. 
IfK. loses, 


Jack. 


King. 


Jack. Queen. 




Jack. 
If K.wins, 




If 0- wins, 




King, Queen. 


King. 


4th-best. 
IfK. loses, 


_ 4th -best. 
Q Ueen -IfQ. loses, 


Same as with Five. 






Queen. 




King. 




King, Jack, 
Ten. 


Ten. 


* 


Ten. 


* 




Queen, Jack, 
Ten. 


Queen. Jack. 


Queen. Ten. 




Any other 
combination. 


4th-best. 


4th-best. 





* If Ten wins, lead fourth-best. If Queen falls, lead King to 
show four ; Jack, to show more than four. If Ace falls, but not 
Queen, lead King, regardless of number. 



The following condensed statement may as- 
sist the student to remember the above leads 
and to draw the correct inferences from them 
when made by others : 

Aee is led from 

(a) Any combination which contains both 
Queen and Jack, but does not contain King. 



36 



WHIST OF TO-DA Y. 



(b) Any five-card suit which does not con- 
tain both King and Queen. 

King is led from 
Any four-card combination which contains 
the card next to it. 

Queen is led from 

(a) Any five-card combination which con- 
tains the King but not the Jack. 

(b) Any combination which contains both 
Jack and Ten. 

Jack is led from 
Any five-card combination which contains 
both King and Queen. 

Ten is led from 
Any combination which contains both King 
and Jack, but not either Ace or Queen. 



Table Showing Cards Left in the Leader 1 s Hand 
when he has Won the First Trick in a Plain 
Suit and Continued the Suit. 



ORIGINAL 
LEAD. 


SECOND 
LEAD. 


CARDS OF SUIT LEFT IN LEADER'S 
HAND. 


Ace. 


King. 


At least three, one of which 
is not the Queen. 


Ace. 


Queen. 


Jack and one other, which is 
not the King or Ten. 


Ace. 


Jack. 


Queen and two or more 
smaller. 


Ace. 


Ten. 


Queen and Jack. 



WHIST OF TO-DA Y. 37 



[Continuation of Table started on page 36. .] 



ORIGINAL 
LEAD. 


SECOND 
LEAD. 


CARDS OF SUIT LEFT IN LEADER'S 
HAND. 


Ace. 


Nine. 


Ten and either Queen or Jack 
(not both), and one or more 
smaller than Nine. 


Ace. 


\ T\ \T rr\ 

rviiy L-di u. 

smaller 
than 9. 


Three or more, of which two 
are higher (one of which is 
not the King) and at least one 
smaller than the second lead. 


King. 


Ace. 


Two cards, neither of which 
is the Queen. 


King. 


Queen. 


Ace and one other, which is 
not the Jack. 


King. 


Jack. 


Ace and Queen. 


King. 


Ten. 


Queen and Jack (Ace in 
third-hand). 


King. 


Nine. 


Queen and either Jack or Ten 
(Ace in third-hand). 


King. 


Any card 
smaller 
than 9. 


Two cards ranking in value 
between the two led (Ace in 
third-hand). - 


Queen. 


Ace. 


King and two others, neither 
of which is the Jack. 


Queen. 


King. 


Ace and three or more others, 
not Jack. 


Queen. 


Jack. 


Ten and one smaller. (Ace 
in third-hand.) (King in 
either second or third-hand.) 


Queen. 


Ten. 


Jack and two or more smaller. 
(Ace in third-hand. ) (King in 
either second or third-hand.) 



38 tVHIST OF TO-DA Y. 



[ Continuation of Table started on page j6.~\ 



ORIGINAL 
LEAD. 


SECOND 
LEAD. 


CARDS OF SUIT LEFT IN LEADER'S 
HAND. 


Queen. 


Nine. 


King, Ten and at least one 
smaller than Nine. (Ace in 
third -hand.) 


Queen. 


• 

Any card 
smaller 
than 9. 


King and one card ranking 
in value between the two led 
(not the Jack) and at least 
one smaller than the second 
lead. (Ace in third-hand.) 


Jack. 


Ace. 


King, Queen and one other. 


Jack. 


King. 


Ace, Qusen and two others, 
or Queen and two or more 
others, with Ace and one or 
more others in third-hand. 


Jack. 


Queen. 


Ace, King and three or more 
others, or King and three or 
more others, with Ace and 
one or more others in third- 
hand. 


Jack. 


Any 
smaller 
card. 


Irregular lead. 


Ten. 


Any 
smaller 
card. 


King, Jack and possibly, but 
not certainly, one or more 
smaller than second lead. 
The Queen must be in the 
third-hand ; the Ace may be 
in either the second or 
third-hand. 



WHIST OF TO-DA Y. 



39 



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CHAPTER VI. 



Second -Hand Plays in Full. 

Tl S the Ten is only led from King, Jack, 
fx Ten, the Queen should be played second- 
hand on the Ten led when you hold Queen 
and one small card or Ace and Queen with any 
number of others. 

The Ten or Nine is played second-hand 
when you hold the card immediately above and 
only one smaller card. With a fourchette 
second-hand always covers the lead of an Eight 
or any higher card. 

The theory of giving your partner a chance 

to win the first trump trick, while you retain 

your own high cards for later rounds, inasmuch 

as they cannot be trumped, applies even more 

pointedly to second-hand play than it does to 

the matter of leads. The following tables show 
40 



WHIST OF TO-DA Y. 



4i 



the correct original play of the second-hand in 
both plain suits and trumps in every possible 
contingency : 



Second-Ha7id Plays — Plain Suits. 



CARDS IN SUIT. 


PLAY ON ORIGINAL LEAD OF 






LOW 
CARD. 




A FACE CARD. 


TEN OR NINE. 


Ace. King, with or with- 


T nivpQt nf* A r-f*- 
JjUVN CM Ul AtC* 








\Z in 0* QpniiPTirp 


Same 


Same 


Ace, Queen, Jack, with 
or without others. . . 






Ace. 


Ace. 


Jack. 


Ace, Queen, Ten, with or 






without others. . . . 


Ace. 


Queen. 




Ace, Queen and one or 












Queen. 


Smallest. 






Queen. 


Queen. 




Ace. 


Smallest. 


Smallest. 


King, Queen, with or 
without others. . . . 








Queen on Jack. 


Queen. 


Queen. 


King, Jack, Ten, with or 






without others. . . . 


King on Queen. 


Ten. 


Ten. 


King and one small. . . 


King on Queen 
or Jack. 


King on Nine. 


Small. 


Queen, Jack, Ten, with 
or without others. . . 






Smallest. 


Ten, 


Ten. 


Queen, Jack and one 








Small. 


Jack. 


Jack. 


Queen and one small . . 


Small. 


Queen. 


Small. 


Jack, Ten and one small. 


Small. 


Ten. 


Ten. 


Ten, Nine and one small. 


Small. 




Nine. 



*If strong in trumps, the Ten. 



In all other cases play your smallest card, un- 
less a special feature of the situation demands a 
departure from this rule. 



42 WHIST OF TO-DA K 

Second-Hand Plays — Trumps. 



CARDS IN SUIT. 



PLAY ON ORIGINAL LEAD OF 



AN HONOR. TEN OR NINE, 



Ace, King and one or more 

small.* 

Ace, King, Queen and one 

small 

Ace, King, Queen and 

two or more small . . 
Ace, King, Queen, Jack, 

with or without others. 
Ace, Queen, Jack and one 

or more small 

Ace, Queen, Ten, with or 

without one or more 

small 

Ace, Queen I 

Ace, Queen and one orj 

more small 

Ace and one or more 

others 

King, Queen and one 

other 

King, Queen and two orl 

more others.* .... 
King, Jack, Ten, with or 

without one or more 

others 

King and one small. . . 

Queen, Jack, Ten and one 
or more others .... 

Queen, Jack and one 
small 

Queen, Jack and two or 
more small 

Queen and one small. . . 

Jack, Ten and one small. 

Jack and one small. . . 

Ten and one small. . . . 

Ten, Nine and one small. 



King. 

Queen. 

Queen. 

Ace. 



Ace. 
Ace. 



Ace. 
Ace. 

Queen on Jack. 
Queen on Jack. 



King on Queen. 
King on Queen 
or Jack. 



Smallest. 

Small. 

Smallest. 

Queen on Jack. 

Small. 

Small. 

Small. 

Small. 



Smallest. 

Queen. 

Queen. 

Jack. 

Jack. 

Queen. 
Queen. 

Queen. 

Smallest. 

Queen. 

Queen. 

Ten. 

King on Nine. 

jTen. 
'jack. 



Smallest. 

Small. 

Queen. 

Jack. 

Jack. 

Ten. 
Queen. 

Smallest. 

Smallest. 

Queen. 

Smallest. 

Ten. 
Small. 



'jack on Nine. 
Queen. 
Ten. 
Jack. 

|Ten. 



Ten. 

Jack. 

Smallest. 

Small. 

Ten. 

Small. 

Ten. 

Nine. 



*In these suits very extraordinary length, such as six or more, 
may warrant a departure from the rule given above especially when 
there is reason to believe the lead is from the top of a short suit. 

In ail other cases play a small card, unless a 
special feature of the situation demands a de- 
parture from this rule. 



CHAPTER VII. 
Unblocking. 

IN most Whist books elaborate attention is 
given to the subject of Unblocking on the 
partner's lead, and the reader is given pages of 
rules informing him when to begin to unblock, 
when not to, etc. The writer believes that to 
the intelligent player the majority of such rules 
are unnecessary, as no thorough Whist player, 
with or without rules, will permit himself to 
block his partner's suit. To any other kind 
of a player such rules are worse than useless, as 
they will only prove cumbersome to him and 
distract his attention from some much more 
important feature of the game. It will there- 
fore be noted that the question of unblocking 
is conspicuous in this book by the small 
amount of space which is devoted to it. 

There are but comparatively few cases in 
which it is necessary to at once, on the original 
lead of the suit, start to unblock. These cases, 
however, are important and easily mastered. 
With exactly four cards of a suit which your 

43 



44 



WHIST OF TO- DA Y. 



partner opens, unless his original leads show 
but four, you may play your third-best on the 
first trick, your second-best on the second 
trick (unless in either instance you have to 
play your best in order to try to win the trick), 
and on the third trick you can play your 
highest or lowest as the exigencies of the situa- 
tion demand. 

With Two Cards in Suit. 

HOLDING. LED. PLAY. 

Ace and one small. Jack. Ace. 
Ace and Queen. Ten. Ace. 
Ace and Jack. King or Queen. Ace. 

The reason for these plays are so apparent 
that to explain them is almost to insult the in- 
telligence of the reader. 

The Jack shows that the leader has both 
King and Queen ; the Ten shows King and 
Jack, and the King or Queen shows the other. 
In all these cases it is necessary to play the 
Ace in order to keep from blocking the suit on 
the second round. 




PART II. 



FOR 



The Advanced Player. 




INTRODUCTION. 



THIS part is intended for advanced players, 
and the subjects discussed herein will 
therefore be treated in a manner appropriate to 
that class of readers. Those who do not come 
within that class are most earnestly advised not 
to attempt to master what is not intended for 
them, but to first study Part I, or as much 
thereof as may be necessary, and having grad- 
uated from it then to take up Part II, as they 
will then be in a better position to be aided by 
the suggestions contained in the following pages. 

The Whist player who is familiar with the 
history of the game during the past decade 
knows that it has been a period in which many 
changes in method of play have been suggested, 
and that the Whist players of the world have 
been most widely divided as to whether or not 
many of these changes were for the better. 

The most notable contest has been between 
the advocates of the various systems of leads. It 
has proved a long and arduous discussion, which, 
at the present writing, is still being carried on, 
although any one, viewing the whole situation 

47 



4 8 



WHIST OF TO-DA Y. 



from an unprejudiced standpoint, must at 
present of necessity admit that much the largest 
percentage of the expert opinion of the country 
has declared in favor of the system commonly 
called American Leads. 

While this system has much the largest 
following, and may to-day be properly termed 
the only conventional system in this country, 
nevertheless the system from which it wrested 
this position (commonly known as the Old 
Leads) has still a very considerable and influ- 
ential body of disciples, while a number of new 
systems very recently suggested are meeting 
with varying degrees of favor. 

The same differences of opinion — to possibly, 
however, a less marked extent — exist upon many 
other important points. 

Hitherto Whist writers have, owing to their 
natural and proper predilection in favor of the 
system of leads and plays of their choice, given 
their readers an adequate presentation of but 
one side of the case. In a preparatory work 
this is doubtless a wise policy, as the beginner 
should not be asked to grasp too much at once ; 
but when dealing with the advanced player it 
seems only right to put all the systems and 
suggestions side by side, stating without favor 
the most conspicuous advantages and disad- 
vantages of each. 



WHIST OF TO-DA Y. 



49 



The advanced player may benefit by this in 
two ways : first, in being able to choose for him- 
self that which in his opinion is wisest and best 
adapted to his own particular methods and style 
of play ; second, in enabling him to understand, 
and successfully cope with, all the various sys- 
tems when met in the play of an adversary. 

In this part, therefore, all the variations from 
the conventional play which the writer considers 
to be of sufficient importance, either by reason 
of their intrinsic value or the number of their 
advocates, to command attention, are given. 

The writer most distinctly declines to stamp 
with his personal approval many of the plays 
to be found in the succeeding chapters. His 
opinions are, however, given in every instance, 
and the reader is troubled with nothing but that 
which, for the reasons stated above, it is most 
firmly believed he should know in order to be 
properly considered a Whist player "of to- 
day." 



CHAPTER I. 



Long-Suit Leads. 



HERE are a number of systems of plain- 



1 suit leads at present used by, and finding 
favor with, the expert Whist players of this 
country. Each has its advantages and disad- 
vantages. It is the province of this chapter 
to state as briefly as possible each system, to- 
gether with the salient points which its sup- 
porters advance in its favor and the strongest 
objections which its adversaries present in op- 
position to it. The player, after considering 
them all, is in the best possible position to de- 
termine for himself which he will adopt and to 
successfully meet the one chosen by his adver- 
sary. 

The difference in the systems of leads may 
be briefly stated as follows : 

1. American Leads — Show length of suit by 

the high card led. 

2. Old Leads — Show accurately the position 

of the high cards. 




52 



WHIST OF TO -DA V. 



3. Trump-Showing Leads- — Show strength or 

weakness in trumps by high card led. 

4. Optional Trump-Showing Leads — Show 

trump strength only when the leader de- 
sires to do so. 

5. Hamilton Leads — American leads modi- 

fied. ' 

American Leads. 

The system which deserves to rank first in 
order of consideration is the system of Ameri- 
can leads. A player who does not understand 
this system does not understand the modern 
game of Whist. It was originated by Nicholas 
P. Trist, of New Orleans, and is advocated by 
such writers as Ames, Hamilton, Coffin, Pole 
and Cavendish. It has been adopted by ninety 
per cent, of the leading Whist teams of the 
country, and is used by an equal percentage 
of the best players of the day who are not 
identified with any particular team. 

In short, the leads embraced in the system 
of American leads may be said to be beyond 
a doubt the conventional leads of the day. The 
reader is presumed to be thoroughly familiar 
with these leads. If he is not, he is referred 
to Part I, Chapter V, and especially to the 
tables on pages 35 to 39, inclusive. 

It is claimed for this system of leads that it 



WHIST OF TO-DAY. 



53 



is the most perfect ever conceived by the mind 
of man, as it possesses all the actual trick- 
taking qualities of any other, and at the same 
time in addition gives a wonderful amount of 
information as to the quantity and quality of 
the remainder of the suit left in the leader's 
hands. 

As the other systems all present points in 
which their respective advocates believe they 
are superior to the American leads, the argu- 
ments pro and con on each of these subjects 
will be given under the discussion of the sys- 
tem which suggests the particular change in 
question. 

Old Leads. 

This is the system of leads which was in 
universal use all over the world for years before 
the introduction of the system of American 
leads. Its advocates (with possibly the excep- 
tion of a few fanatics) admit that in trumps the 
theory of the American system is an advance 
in the right direction, and they have accord- 
ingly accepted it. In trumps, therefore, the 
table of American leads is the table of the be- 
lievers in the old leads, but in plain suits a 
very different state of affairs exists. 

The advocates of the old leads object to the 
lead of the Ace from Ace, King and three or 



54 



WHIST OF TO-DAY. 



more small ones, because that lead does not at 
once inform the partner of the position of the 
King. They object to the lead of the Queen 
from either Ace, King, Queen and two or 
more others, or King, Queen and three or more 
others, because it is confusing, it being often 
impossible to tell when a Queen is led whether 
it is from either of these combinations or from 
Queen, Jack, Ten. They object to the lead 
of the Jack from Ace, King, Queen, Jack and 
one or more others, because the Jack does not at 
once show the presence of the Ace, and they 
object to making the King show exactly four 
cards in suit, because they believe it to be im- 
portant to lead it regardless of number in suit 
to show the presence of the card next to it. 

Their code of leads, which has the great ad- 
vantage of simplicity, may be briefly stated as 
follows : 

Ace is led only from a five-card suit or Ace, 
Queen, Jack. 

King is led only when accompanied by the 
card next to it. 

Queen is led only from Queen, Jack, Ten. 

Jack is led only from King, Queen, Jack 
and two or more others. 

Ten is led only from King, Jack, Ten. 

The following table shows the system : 



WHIST OF TO-DAY. 55 
Table of Old Leads — Plai7i Suits. 



HOLDING* 


LEAD 


FOLLOW WITH 

1 


Ace, King, Queen, 
Jack. 


King. 


Jack. 


Ace, King, Queen. 


[King. 


Queen. 


Ace, King. 


iKing. 


| Ace. 


Ace, Queen, Jack and 
one other. 


Ace. 


Queen. 


Ace, Queen, Jack and 
two others. 




Jack. 


Ace, Queen, Jack, Ten. 


Ace. 


Ten. 


Ace and four or more 
others. 


Ace. 


Fourth-best. 


King, Queen, Jack, 
Ten (no others). 


King. 


Ten. 


King, Queen, Jack and 
one small. 


King. 


Small, if King wins. 
Jack, if King loses. 


King, Queen, Jack and 
two or more others. 


Jack. 


King with 5 in suit. 
Queen with more than 5. 


Kincr Onppn 


Kmg. 


Fourth-best, if King wins 
Queen, if King loses. 


King, Jack, Ten. 


Ten. 


Fourth-best, if Ten wins. 
King, if Ten loses. 


Queen, Jack, Ten. 


Queen. 


Jack with four in suit. 
Ten with five in suit. 


Any other combination. 


4th-best. 





* Unless specified, number of suit does not vary the play. 



The question as to the comparative ad van - 
vantages of the code above given and the 
American leads has been and still is, to some 
extent, the subject of the most bitter discussion 
in the history of the game. In favor of the 
code of old leads it is urged that they show 



5^ 



WHIST OF TO- DA Y. 



more accurately than any other system by the 
first card led what other high cards the hand 
contains, and that, as they call for the lead of 
the King from any combination in which the 
King is accompanied by the card either next 
above or next below it, they give the partner 
earlier accurate information of the strength of 
the suit than can be given in any other way, 
and therefore enable him 'to determine more 
judiciously when he plays on the first trick 
whether or not it is advisable to start a trump 
signal. 

A very strong point made is the fact that the 
old system presents but a single Queen lead — 
viz., Queen, Jack, Ten — while the American 
leads require the Queen to be led from three 
different combinations, 

The opponents of the old system argue that, 
while it may have been good enough for the 
players of the past, Whist of to-day has ad- 
vanced beyond it, and that it ought to be pos- 
sible by the original lead of a high card to 
always give more information than merely what 
high cards are contained in the hand. 

The advanced player of to-day it is claimed, 
when he leads his first card, should utilize to 
the utmost the possibility afforded him of not 
only giving information to his partner as to the 
high cards in his hands, but also of com- 



WHIST OF TO- DA Y. 



57 



municating by the same card the number in 
suit — that the information as to number in 
suit is so important as to justify increasing the 
number of Queen leads. 

The answer that the supporters of the old 
leads make to this argument is, that the most 
accurate information in regard to the high cards 
is more important than anything else — that a 
partner, if he is a keen player, will find out the 
information as to the number in suit soon 
enough for all practical purposes ; while, on the 
other hand, if he is not a keen player, that any 
information afforded him on that point would 
be of no special value to him, as his abilities, 
or rather his lack of them, would not enable 
him to utilize it to the advantage of his side. 
The opponents of the old leads deny this, 
claiming that the theory of the American leads 
is of the utmost importance, as a player can by 
the positive information which the first card 
gives, obtain an insight into the partner's hand 
earlier and more accurately than in any other 
way. 

Trump- Showing Leads. 

The theory of this system is to show by the 
high card of a plain suit the number of trumps 
in the hand, instead of, as under the American 
system, the number of the suit led. It, of course, 



5S 



WHIST OF TO-DA Y. 



suggests no change in the American system of 
trump leads. 

This system was first proposed in a small 
pamphlet on Whist published by the writer in 
1894, called " New Whist Ideas." 

The arguments in its favor were in ' ' New 
Whist Ideas' 1 stated as follows : 

' ' For some time past observant Whist players 
have been convinced that the development of 
the game in one respect, viz., the ability of 
a player to show a partner accurately the 
number of his trumps, has not kept pace with 
the measure of advancement made in other 
branches; and the belief has been prevalent 
that a system which could early in the play give 
this much-desired information would, viewed 
from a trick-taking standpoint, prove most ad- 
vantageous to the' user. 

< ' The reasons for the existence of this belief 
are at once apparent to any one possessed, even 
to but a limited extent, of Whist knowledge, 
who considers the immense advantage a player 
could derive from the ability to count accurately 
his partner's trumps whenever troubled by an 
intricate situation. 

' ' For example, when in doubt whether the 
combined strength of the two hands warranted 
a bold game, the knowledge that a partner had 
four trumps might justify a trump lead other- 
wise too venturesome to be attempted ; while, on 
the other hand, the information that a partner 
was short in trumps might prevent a most dis- 
astrous lead. When in doubt whether to force 



WHIST OF TO-DA Y. 



59 



a partner, such information would be invaluable, 
as it would often justify such a force even when 
the player making it was himself short in 
trumps. A system is here suggested which it 
is believed gives this most advantageous infor- 
mation at the earliest practical opportunity. 

6 4 The only innovation suggested by it is the 
substitution of a totally new code of high-card 
leads in plain suits. 

' ' It will be seen at a glance that the proposed 
leads, with one exception, hereafter referred to, 
are, as far as the immediate trick is concerned, 
of exactly the same trick-taking value as those 
at present in general use. 

" They differ widely, however, as to the in- 
formation conveyed, and it will doubtless be 
an objection to their general adoption that they 
do not show the length of the suit led as ac- 
curately as the present code. 

' ' When the value of the information they 
do give is considered, however, this seems, 
viewed from a comparative standpoint, to be 
but a slight disadvantage, and it seems slighter 
still when it is remembered that the partner 
can frequently find out the number of the suit 
from the card led, and when unable to do that 
can generally obtain the information from the 
fall of the small cards. 

6 ' The one change in the immediate trick- 
taking value of a lead made by the proposed 
code is the lead from the Ace and four others. 

' < The present lead of the Ace has many 
able, successful and outspoken opponents, yet 
with short trumps the lead of a fourth-best from 



00 



WHIST OF TO-DA Y. 



such a combination is unquestionably dangerous. 
In the proposed code the Ace is led when short 
in trumps, the fourth-best when long. This 
lead, without regard to the information it gives 
as to the number of trumps, is believed to be a 
stronger play, judged solely from a trick-taking 
standpoint, than the present one, and therefore 
it has a double advantage. 

" Special attention is also called to the lead 
of Ace followed by lowest card, which shows 
both six in suit and four trumps, information 
being thus given of eight unplayed cards. 

"The theory of the proposed system of 
leads, briefly stated, is that the lead of a King, 
Jack or irregular card at once shows the pres- 
ence of four or more trumps in the leader's 
hands. 

" The lead of a Queen shows less than four 
trumps, and the lead of an Ace has the same 
significance, unless at once followed either by 
a Jack or by the lowest card of the suit. The 
former of these exceptions would show the lead 
to have been from Ace, Queen, Jack and one 
or more others in suit with four trumps, while 
the latter, above referred to, shows at least six 
in suit and four trumps. 

' i The following table shows the proposed 
code in its entirety : 



WHIST OF TO-DA Y. 61 





WITH SHORT 
TRUMPS. 


WITH LONG 
TRUMPS. 


Original Followed Original Followed 
Lead. by Lead. by 


Ace, King, Queen, Jack. 


Queen. King. King. Queen. 


Ace, King, Queen, Jack and 
one or more others. 


Queen. Jack. 


King. Jack. 


Ace, King, Queen and one 
other. 


Queen. Ace. 


King. Queen. 


Ace, King, Queen and two 

c\y m nrA ntn pre 


Queen. King. 


King. Queen. 


Ace, King and others. 


Ace. King. 


King. Ace. 


Ace, Queen, Jack and one 

or mnrp nfViprc; 


Ace. Queen. 


Ace. Jack. 


Ace and four others. 


Ace. 4th-best. 


4th-best. Ace. 


Ace and more than four 
others. 


Ace. 4th-best. 


Ace. Lowest. 


King, Queen, Jack, len. 


Ten. Queen. 


King. Ten. 


King, Queen, Jack, Ten and 
one or more others. 


Ten. Jack. 


Jack. King. 


King, Queen, Jack and one 
other. 


Queen. King. King. Jack. 


King. Queen, Jack and two 
or more others. 


Queen. King. Jack. King. 


King, Queen and others. 


Queen. King. 


King, Jack, Ten and one 
or more others. 


Ten. Jack. 


Queen, Jack, Ten and one 
other. 


j 

Queen. Jack. Jack. Queen. 


Queen, Jack, Ten and two 
or more others. 


Queen. Ten. Jack. Ten. 


Jack, Ten, Nine and one 
or more others. 


4th-best. 


Jack. 



Length in trumps may also be shown by the lead of an irregular 
card. 



' ' Having shown short trumps, a trump sig- 
nal subsequently made shows exactly three ; sl 



02 



WHIST OF TO-DA Y. 



refusal to make a trump signal shows not over 
two. 

" Having, shown long trumps, an echo sub- 
sequently made shows five or more ; a refusal 
to echo shows exactly four. 

' ' Having shown short trumps, ruffing with 
an Eight or under, and subsequently playing 
the smaller trump, shows one more ; ruffing with 
a small trump, and subsequently playing a 
larger one, which is not larger than the Eight, 
shows no more. 

" Having shown long trumps, ruffing with a 
higher and subsequently playing a lower shows 
five or more ; ruffing and subsequently playing 
a higher shows exactly four. 

" Not having shown either short or long 
trumps, ruffing with a higher and subsequently 
playing a lower shows at least one more ; ruf- 
fing with a small trump and subsequently play- 
ing a larger one, which is not larger than the 
Eight, shows no more." 

The above argument in favor of the system 
was written upon its introduction, and before it 
had received any practical test whatever. It 
subsequently received a partial test, viz., in 
the 1894 tournament of the American Whist 
League at Philadelphia, when it was used by 
the Hamilton Club team, which stayed in until 
the final round in the most important contest 
of that tournament. 

The principal point which has been advanced 
by many of the leading players of the country 



WHIST OF TO-DA Y. 



63 



as an objection to the system is novel in its 
character, being very similar to the greatest 
argument that has been urged in favor of other 
systems. The objection is that it gives too 
much information. It is claimed that the 
knowledge of whether a hand is weak or strong 
in trumps is very often more advantageous to 
the adversaries than to the partner, as they at 
once know which hand to force, etc., and there- 
fore the giving of the information, which is 
afforded by this system, is often productive of 
a gain for the adversaries. Of course, it is only 
contended that this is the case when the adver- 
saries are as keen players as the pair using the 
leads in question ; and it is generally admitted 
that where two good players are matched against 
two of inferior calibre that no other system of 
leads has been devised that can possibly prove 
so advantageous for the good players to use. 

Optional Trump-Showing Leads, 

This system was suggested by the writer to 
meet the objections raised against the plan 
just considered, and is now made public for the 
first time. The idea is that a system which 
makes the showing of trump strength optional 
with the leader must be distinctly advan- 
tageous. The method conceived to accomplish 
this is to adopt the old leads as the standard, 



64 



WHIST OF TO-DA V. 



having them show merely what they do under 

their system, as appears by the table (page 55), 
but in any case in which the leader desires to 
show trump strength to allow him to do so by 
varying from the King lead of the old leads to 
the lead of either Ace or Queen, as the con- 
tents of the hand may necessitate. 

In other words, the old leads show exactly 
what they do in that system, with the additional 
information that the hand is not one in which 
the leader desires to affirmatively announce to 
the entire table that he is strong in trumps, but 
when the leader departs from the old system 
then that announcement is made. 

The argument in favor of this system, is that 
if in the opinion of the leader he is placed 
with a hand in which it will do more good 
than harm to announce trump strength, he can 
do it : while, on the other hand, if he has 
trump strength, but does not desire to announce 
it, he is not bound to do so, and the adver- 
saries cannot play him with certainty for trump 
weakness merely because the strength has not 
been announced. 

The principal objections to this system are, 
the uncertainty in regard to the trump strength 
which necessarily exists in the majority of cases, 
and the absence of the elaborate information in 
regard to length in suit given by the American 



WHIST OF TO-DA Y. 65 

leads. It, however, is certainly an addition to 

the system of old leads, as a player who prefers 
that system can use the change for trump 
strength when occasion makes it advisable with- 
out in any way conflicting with his favorite 
plan. This system has never been given a suffi- 
cient trial by the leading players of the country 
to enable an opinion of it to be formed from 
practical experience. It certainly seems to 
deserve more consideration than it has ever re- 
ceived. 

Hamilton Leads. 

The last system to be suggested is one which 
may be considered as a composite idea of the 
members of the team of the Hamilton Club, 
who, after experimenting at length with all the 
various systems, have settled upon this as their 
unanimous choice. 

It is merely a modification of the system of 
American leads, which it is thought removes 
from them their greatest objection, to-wit, un- 
certainty as to the combination of high cards 
from which the Queen is led. This is ac- 
complished by doing away with the lead of the 
Ten from King, Jack, Ten, and substituting the 
lead of the Ten instead of the Queen from 
Queen, Jack, Ten. 

The lead of each one of the five high cards 
is thus given a definite meaning which cannot 



66 



WHIST OF TO-DA Y. 



be confused or misunderstood. The only ob- 
jection that can be urged to the lead of the 
Ten rather than the Queen from the Queen, 
Jack, Ten combination is that it conflicts with 
the lead of the Ten from King, Jack, Ten. 
This system proposes to do away with the latter 
lead altogether, making the King, Jack, Ten a 
combination from which the fourth-best is led. 

If this is wise there can be little question of 
the fact that the modification of American leads 
here suggested is a most decided improvement 
over the conventional system in general use. 
Of course, if it is a trick-losing policy to lead 
the fourth-best from King, Jack, Ten, then the 
modification cannot be commended. 

The argument in favor of the fourth-best 
lead from this combination seems to be a 
strong one. It is, that the lead of the Ten 
from King, Jack, Ten, gives too great informa- 
tion to the second-hand adversary, as it enables 
him with Ace, Queen and one or more small 
cards, or with Queen and one small one, to 
most advantageously cover the Ten with the 
Queen. The information that the lead of the 
Ten conveys to the third-hand does not in any 
measureable degree offset this, and the only 
argument that can be used in favor of its reten- 
tion is that it is necessary for the purpose of 
forcing a high card to take the trick in the case 



WHIST OF TO-DA Y. 67 

where the partner has not either the Ace, 
Queen or Nine. 

It is hard to understand, however, why it is 
more, necessary for the purpose of forcing a high 
card to lead Ten from King, Jack, Ten, than 
from Ace, Jack, Ten, as the latter is the 
stronger suit, and yet a high-card lead from 
Ace, Jack, Ten, has never been advocated. 

The players of the Hamilton team, who have 
given the subject a thoughtful and careful test 
in a long series of important matches, state as 
their unanimous opinion, as the result of that 
test, that in practical play the cases in which 
tricks are lost by the fourth-best lead from King, 
Jack, Ten, are nearly offset by cases in which 
the retaining of the Ten in the original leader's 
hand gives him the strength necessary to event- 
ually establish his suit. 

If this opinion is sound there can be no ques- 
tion that the doing away of the Ten lead from 
King, Jack, Ten, is an advantage, as it will be 
admitted by all that the information it gives is 
far more valuable to the opponent than the 
partner. 

Should this lead be abandoned there can be 
no possible objection to the substitution of the 
Ten for the Queen from Queen, Jack, Ten, and 
the strongest objection ever urged against the 
system of American leads is thereby removed. 



68 



WHIST OF TO-DAY. 



The Queen, if this modification is adopted, 
becomes a five-card suit-lead without exception, 
and always shows the presence of the King. 
The Ten is led only from Queen, Jack, Ten ; 
and while it does not, on the first trick, show 
the number of the suit, the second trick gen- 
erally gives that information, as the Jack is 
played or led, as the case may be, with five or 
more, the Queen with exactly four. 

With this system adopted, the third-hand, of 
course, treats a Ten led by his partner as he 
formerly did a Queen, and finesses with the 
Ace, but with King and one small, or Ace, 
King, and one small, plays the King in order 
to unblock. 

Resume of all Systems of Leads. 

The conclusion which the writer has reached 
upon the question of leads is, that for players 
of moderate ability the system of old leads is 
the best because it is the most simple. To 
such a player the intricacies of the system of 
American leads are most confusing, and often 
in trying to determine some subtle question of 
how to show the number of cards in a suit some 
point of play of far greater practical value is 
overlooked. 

It is only the expert who is able to benefit 
by the information to be given by American 



WHIST OF TO -DA Y. 



6 9 



leads, and for two moderate players to use that 
system is therefore foolish when playing against 
opponents of their own calibre, and especially 
silly when matched against their superiors. 

The trump-showing leads give very important 
information, but it is of such a character that 
if the adversaries are of the class able to use it 
to the best advantage they may make it in the 
long run redound to their benefit. If the ad- 
versaries have not the calibre to use the infor- 
mation, then the leader and his partner can adopt 
no system which w T ill net them more tricks. 

The choice as between American leads and 
the old leads, with the optional trump-showing 
addition, was at least debatable until the Ham- 
ilton modification removed from American 
leads their most serious drawback. Now when 
Greek meets Greek it would seem that the best 
method of attack is the Hamilton modification 
of American leads. 

Summary. 

For moderate players, j Old leads. 

For any players against j Old leads, with possi- 

adversaries decidedly j bly the addition of op- 

their superiors. ■ tional trump-showing. 

For strong players Trump-showing 

against weak. \ leads. 

For strong players! American leads, with 

against their equals, j Hamilton modifica- 
[ tion. 



7 o 



WHIST OF TO- DA Y. 



Ace and Four or More Others {Plain Suit). 

There is no plain suit from which a hand is 
more frequently opened than Ace and four or 
more others, and there is therefore no combina- 
tion from which it is of more importance that 
the best trick- taking lead should be determined. 
In spite of this there is no Whist question to- 
day upon which there is a wider divergence of 
opinion among good players. 

As any of the systems mentioned above 
(with the possible exception of the trump- 
showing leads) permit the lead of the fourth - 
best from this combination to be substituted for 
the Ace, without in any way affecting the sys- 
tem, it seems proper to consider the question, 
as its importance demands, by itself, and not 
as a part of any general system. 

Until very recently the lead universally 
adopted from the combination in question was 
the Ace, the theory being that it was unsafe 
with a five -card plain suit to hold up the Ace 
and trust it for the second round, for fear that 
it would be trumped. At the Chicago Con- 
gress, in 1893, however, the Minneapolis team, 
which that year won the Hamilton trophy, in- 
troduced the plan of leading the fourth-best, 
unless the suit was of great length. The play 
proved very successful at that Congress, and 



WHIST OF TO-DA Y. 



aided the Minneapolis players very materially 
in their well-deserved victory. The success of 
the new idea in practice naturally brought it at 
once into public notice, and started players all 
over the country experimenting with it. 

The result has been that the opinion of ex- m 
pert players, at the present writing, seems to be 
quite evenly divided. Some of the very best 
players are heartily in accord with the Minne- 
apolis idea ; some are willing to adopt it with 
five, or occasionally with six, but never with 
more ; some are unwilling to try it unless strong 
in trumps ; some believe in making no fixed 
rule to govern the case, but that it should be 
left to the judgment of the player when the 
situation arises ; while others believe it never 
to be right to depart from the old Ace lead. 

The arguments on the subject may be briefly 
stated as follows : 

The lead of a small card is apt to result in a 
loss whenever one of the other players has but 
one of the suit, unless that one is a face card in 
the partner's hand. If the leader himself has 
a blank or a single-card suit it is believed to in- 
crease the probability that some other player is 
similarly fixed in the suit about to be led, and 
if that player is an adversary the Ace may die, 
while if he is the leader's partner a chance for 
a cross -ruff may be lost. Of course, the longer 



72 WHIST OF TO-DAY. 

the leader is in the suit the greater the chance 
that some other player has but a single card of it. 

On the other hand, every time the leader finds 
the Queen in his partner's hand and the King 
and one or more others in the second-hand, the 
lead of the fourth-best is a distinct advantage. 
If the partner has a lone King the fourth -best 
lead is manifestly advantageous, whereas a lone 
King in either of the adversaries hands gener- 
ally results in a gain for the Ace lead. 

Another point that must be considered is the 
size of the four or more cards accompanying 
the Ace. If they are all very small, then that 
is an additional reason for a small opening, 
since if the high cards in the suit happen to be 
with the adversaries the lead of the Ace estab- 
lishes it for them, and with trumps out they 
may make a great game in that suit, which if 
the Ace had not been led might have been effec- 
tually blocked. 

The presence of the Queen with the Ace 
eliminates almost entirely the danger of the 
adversaries establishing the suit, and insures 
the command for the leader on the second round 
in case the King is alone in any hand. On the 
other hand, it makes it more probable that by 
leading the fourth-best the suit will be com- 
pletely established after the first round. 

Another argument in favor of the fourth -best 



WHIST OF TO-DA Y. 



73 



lead is that an original leader with a long-suit 
is always anxious to give his partner a chance 
to lead trumps if he desires to do so. It is 
also claimed for the fourth-best lead that it 
simplifies the game by decreasing the number 
of Ace leads, thus enabling the third-hand to 
more accurately read his partner's Ace leads 
and determine whether or not to start a signal. 

The trump strength or weakness of the hand 
is an additional point to consider. If the 
leader is strong enough in trumps to have a 
moderately good chance of getting them out, 
should he choose to lead them, it would seem 
to be a sound reason for leading the fourth- 
best, whereas with weak trumps he has little 
hope of getting out trumps and making his 
suit. On the other hand, even with weak 
trumps, he must remember that he has a partner 
whose trump strength is yet an unknown quan- 
tity, and that, even if his partner is weak in 
both the suit to be led and trumps, it may be 
important to hold back the Ace to keep the ad- 
versaries from getting out the trumps and estab- 
lishing this very suit. 

In determining which card to lead, it 
should be remembered that the lead of the 
fourth-best rarely costs more than one trick, 
whereas when it comes off successfully the gain 
may be material. If, therefore, it should be 



74 



WHIST OF TO-DA K 



believed that in not more than fifty per cent, of 
the cases in which the lead of the fourth-best 
alters the score it results in a loss, the margin 
of gain would in the end justify its adoption. 

After considering the whole ground, the 
writer is inclined to side with those who believe 
the low lead in five-card suits to be a winning 
one in the long run, and advises its adoption 
by players of the first class. With more than five 
cards, however, it seems distinctly dangerous, 
unless the hand has sufficient strength in trumps 
to justify taking the short end of the chances 
for the prospect of a big gain. 

The recommendation to lead the fourth-best 
is limited to players of the first class, as the 
bringing in of a long suit requires considerable 
skill, and poorer players who adopt the fourth- 
best lead frequently suffer all its losses without 
the ability to profit by its gains. 

How to Follow after the Lead of an Ace. 

The question of whether an Ace led from 
Ace and four or more in suit should be fol- 
lowed by the original fourth or fifth-best is a 
somewhat doubtful one, players differing as to 
which system gives the most valuable informa- 
tion. Following with the fourth-best shows 
most accurately the strength of the suit, while, 
on the other hand, following with the fifth-best 



WHIST OF TO-DA Y. 



75 



generally gives the most information in regard 
to the number. 

The writer does not consider it a matter of 
very great importance which system is adopted, 
if the partners understand each other, except 
in cases where the lead of the fourth-best fol- 
lowing an Ace would give too much informa- 
tion to the second-hand adversary. For ex- 
ample, if the suit led consisted of Ace, Queen, 
Ten, Nine, and another, and the Ace was fol- 
lowed by the Nine, a second-hand adversary 
holding King, Jack and others could with ab- 
solute certainty finesse the Jack on the second 
trick, and thus block the suit. Therefore, 
where the fourth -best is a card which can give 
the second-hand adversary a valuable oppor- 
tunity to finesse, it is probably wise, as a gen- 
eral rule, even if the system of following with 
a fourth-best is adopted, to in such case make 
an exception against it. 

Practically the same line of argument applies 
to the following of a Queen which was led 
from King, Queen and three or more others, 
and which won the first trick, except that in 
such case, as the partner is marked with the 
Ace, there need be no exception to following 
with the fourth -best, when that plan is adopted. 
Choice of Plain Suit, 

When the hand contains more than one long 



76 



WHIST OF TO-DA Y. 



plain suit the question which should be ori- 
ginally opened is sometimes very embarrassing 
and always most important. 

The safest rule to follow when the suits are 
of different length is, to always open the longer, 
unless the shorter is headed by the Ace, King 
or Queen and the two cards immediately in 
sequence therewith. 

The most frequent and most troublesome case, 
however, is that of two four -card suits. The 
question as to which of these to choose is often 
most difficult, and is apt even among the very 
best players to produce serious differences of 
opinion. 

The principal bone of contention is whether 
a tenace suit should be opened. Some players 
object strenuously to doing this — being anxious, 
if possible, to have it led up to — while others 
will always open the strongest suit, believing 
the fact that it contains a tenace to be no 
objection. 

The following table gives the writer's views 
on the subject : 

Table of Four- Card Plain-Suit Leads, in Order 
of Choice. 

Ace, King, Queen, Jack. 

Ace, King, Queen and one other. 

King, Queen, Jack and one other. 



WHIST OF TO-DA Y. 



Queen, Jack, Ten and one other. 
Ace, King and two others. 
Ace, Queen, Jack, Ten. 
King, Queen, Ten and one other. 
Ace, Queen, Jack and one other. 
Queen, Jack and two others. 
Ace, Jack and two others. 
Ace and three others. 
King, Jack, Ten and one other. 
Ace, Queen and two others. 
King, Jack and two others. 
Ace, Queen, Ten and one other. 
King, Ten and two others. 
Queen, Ten and two others. 
King, Queen and two others. 
King and three others. 
Queen and three others. 
Jack and three others. 
Ten and three others. 
Nine and three others, etc. 



CHAPTER II. 



Original Lead of a Short Suit. 
HE foregoing chapter was devoted entirely 



1 to the consideration of long-suit leads, 
and that question has naturally almost monop- 
olized the attention which most Whist players 
have devoted to leads, as there are compara- 
tively few hands in which a long suit should 
not be opened originally. That there are 
hands in which it is most disadvantageous to 
open such a suit the expert players of the day 
agree with a unanimity which the Whist writers 
and teachers, who are fond of asserting the doc- 
trine that a short suit should never be opened 
originally, cannot explain. 

For example, a hand which contains four 
weak trumps and three cards of each of the 
plain suits, without particular strength in such 
suits, is not considered of sufficient strength to 
justify a trump opening by those who have 
given the matter of trick-taking a practical 
test. In such a hand a short suit must of ne- 
cessity be opened, and the partner, when such 
an opening occurs, is therefore enabled to draw 




WHIST OF TO- DA V. 



79 



as an absolute inference that the leader is long 
in trumps and not very strong in the plain 
suits. 

The theory of opening a short suit with three 
plain suits of three cards each and four trumps not 
of sufficient strength to lead, has been extended 
by many practical players to hands in which in 
addition to the four trumps there is a four-card 
plain suit which the leader does not desire to 
open, either because it contains a tenace or be- 
cause it is so very weak that opening it may 
kill a face card in the partner's hand without 
materially aiding in the suit's establishment. x 

In such case many players prefer to open a 
strengthening card in a short suit, as they urge 
that they will by so doing strengthen their 
partner's hand and at the same time show 
trump strength in their own. 

Other players prefer in the case of a long 
weak suit and four trumps to open the long suit 
as they would a short one, viz., from the top, 
thus enabling the partner to finesse if he desires 
to do so, giving him the trump information 
and at the same time opening the suit which is 
least apt to be established against them by the 
adversaries. 

In all these cases the partner is enabled to 
read four trumps in the hand of the original 
short-suit opener. 



So 



WHIST OF TO- DA Y. 



As Whist is played to-day, however, some 
players of experience and strength go further 
and say that with a hand from which they dis- 
tinctly believe it to be disadvantageous to open 
the long suit, they will open a strengthening 
card in a short suit regardless of the number 
of trumps the hand contains. They thus take 
away from their partner, and of course inci- 
dentally from their adversaries, the ability to 
count them absolutely with four trumps when 
they open the top of a suit. 

The Whist players of the day may therefore 
on this subject be divided into three classes, 
viz. : 

(a) Those who never originally open a short 
suit. 

(b) Those who do so with four trumps and 
either no long plain suit or one which they do 
not wish to open. 

(c) Those who do so regardless of the 
number of their trumps whenever they do not 
desire to open a long suit. 

The position taken by class (a) is as antiquated 
as that of class (c) is unsound. Class (b) un- 
questionably stands on the best trick-taking 
basis; but, like every other good play at the 
Whist table, the original opening of a short suit 
with trump strength may be carried to an ab- 
surd extreme. The play should only be made 



WHIST OF TO-DA Y. 



Si 



when both of the combinations favorable to 
it exist, viz., a short suit well adapted for 
opening purposes, and either no long plain 
suit or one which it is most unquestionably a 
disadvantage to open. 

To those who desire to have an absolute rule 
to guide in each case, the following ideas on the 
subject may be of value. It is obviously im- 
possible, however, to accurately cover every 
case, the make-up of the entire hand having 
much to do with the decision to be reached. 

Short suits may be divided into three classes 
viz. : 

(a) Those well adapted for an original 
opening. 

(b) Those which may be opened originally, 
if necessity requires a short-suit opening. 

(c) Those which should never be originally 
opened. 

These classes are : 

(a) 

Queen, Jack, with or without one other. 
Jack, Ten, with or without one other. 
Ten, Nine, with or without one other. 
Jack, with one or two others. 

(b) 

Ace and two small (lead smallest). 
Queen and one other. 



82 WHIST OF TO-DAY. 

Ten and one or two others. 
Nine and one or two others. 

(c) 

All other short suits. 

Long suits may also be divided into three 
classes, viz. : 

(a) Those which are very poorly adapted for 
the purpose of an original opening. 

(b) Those which, as a rule, can be utilized 
more advantageously when not originally 
opened. 

(c) Those which should always be opened 
originally in preference to a short suit. 

These classes are : 

(a) 

Four-card suits without a face card. 

(b) 

Ace, Queen and two others, one of which is 
not the Jack. 

King, Queen and two small. 

King, Jack and two small. 

King and three others smaller than Jack. 

Queen and three others smaller than Jack. 

Jack and three others. 

(c) 

Any other long suit. 

The following suggestions may be appended 
to the foregoing classification : 



J VIII ST OF TO-DAY. 83 

Open a short suit with four trumps and a hand 
made up as follows : 

LONG PLAIN SUIT. SHORT SUIT. 

None. Class A or B. 

Class A. Class A or B. 
Class B. Class A. 

In all other cases open originally with a long 
suit. 




CHAPTER III. 
Irregular Leads. 

THERE is one case in which an irregular 
opening has found such universal favor 
among good players that it may be almost said 
to have become conventional, and that is where 
an honor is turned and the original leader de- 
sires to have it led through, either by reason 
of having the card in sequence below it, a ten- 
ace over it, or because he has the card imme- 
diately above it, and hopes that his partner may 
be able to lead him a card which he can suc- 
cessfully finesse. In such case it has grown to 
be a custom among experts all over the coun- 
try to originally lead an irregular card. Such 
a lead with an honor turned is considered 
the most imperative of trump signals, and is an 
absolute command to the partner to get the lead 
as expeditiously as possible, and lead trump. 

This play started originally with the idea of 
opening a short suit in such a case as a com- 
8 4 



WHIST OF TO- DA Y. 



85 



mand, but it has since been found that very 
frequently the hand in question contains no 
short suit well adapted for an original opening 
(see table, page 83), but does contain a long 
suit, which it is most important should be estab- 
lished. 

The custom has therefore been changed to 
any irregular lead instead of merely the top 
if a short suit, and the leader is thereby fre- 
quently enabled to accomplish a double pur- 
pose, viz., command a lead through the honor 
turned, and at the same time go some distance 
towards establishing the suit that he desires to 
make after the trumps are gotten out of the 
way. 

This enables a leader to command a lead 
through an honor in many cases in which it 
could not otherwise be done, and whenever an 
honor is turned the original third-hand should 
always be on the qui vive to see whether the 
card led is a conventional or an irregular lead. 
Even in the case where the lead is a very small 
card, which at first seems certainly conventional, 
it will not do to take it for granted that it is 
so, as the leader may have a hand which either 
contains no card which will at first glance 
inform the partner that the lead is irregular, or, 
if it does contain such a card, the leading of it 
may seem to be too probably a trick-losing ex- 



bo 



WHIST OF TO- DA Y. 



periment. In such a case the leader is obliged 
to have a recourse to the scheme of leading his 
original third instead of his fourth-best, and it 
may take two or more rounds to develop the 
situation to the partner, therefore the necessity 
for great care in watching for an irregular lead 
to be made whenever an honor is turned. 

On the question of with what combinations 
a demand for a lead through an honor turned 
should be made, there is, of course, as is the 
case with most comparatively new plays, great 
difference of opinion. No^general rule can be 
given, as the contents of the whole hand must 
be considered. 

If the trump lead for any reason seems es- 
pecially imperative, it may be well to lead up 
to the honor ; but unless this is so in the 
following cases, with either a short suit adapted 
for an original opening (see table, page 81), or 
an irregular card which could be advantageously 
led (see table, page 88), it is generally wise to 
call for a lead through the turn-up. 



WHIST OF TO-DA Y. 87 



Table of cases in which the giving of a command 
to lead, though an honor turned, is apt to be 
very advantageous. 



HONOR 
TURNED. 


HIGH TRUMPS IN HAND OF ORIGINAL LEADER. 


Ace. 


King, Queen and others (not the Jack). 
King, Jack, Ten and one or more others. 


-r^. Ace, Queen and others. 

°* Ace, Jack, Ten and one or more others. 


Queen. 


Ace, King and others. 
Ace, Jack, Ten and one or more others. 
King, Jack and others (with or without 
the Ten). 


Jack. 


Ace, Queen, Ten and one or more others. 
King, Queen, Ten and one or more others 
King, Ten, Nine and one or more others. 
Queen, Ten and others (with or without 
Nine). 



Table of cases in which the advantage may exist, 



but is more doubtful. 


HONOR 
TURNED. 


HIGH TRUMPS IN HAND OF ORIGINAL 
LEADER. 


Ace. 


King, Jack and others. 
Queen, Jack and others. 


King. 


Ace, Jack and others. 
Ace, and others. 


Queen. 


Ace, Jack and others. 
King, Ten and others. 


Jack. 


Ace, King, Ten and one other. 
King, Ten and others. 



88 



WHIST OF TO- DA Y. 



The following table shows a number of the 
irregular leads most commonly made from long 
plain suits to demand a lead through an honor 
turned. As the number of small cards in the 
suit is immaterial only the high cards are given : 

Ace, Jack, Ten. 
King, Jack, Ten. 
Queen, Jack, Ten. 
Jack, Ten. 

Ace, Ten, Nine. 
King, Ten, Nine. 
Queen, Ten, Nine. 
Ten top of suit. 

Nine top of suit. 
Any suit, without the Ten, 
in which the Nine is the 
second or third-best. 

The theory of the Nine-leads may be applied 
to the smaller cards. Of course, the higher the 
card led the more easily will the situation be 
detected by the partner. 

The original third-hand, when commanded to 
lead through an honor, should lead a strengthen- 
ing trump, if he has one, regardless of the num- 
ber of his trumps. If that card wins, he should 
try to show four by dropping to his lowest. 



Jack from 



Ten from 



Nine from 



WHIST OF TO- DA Y. 



89 



Irregular Trump Lead to Beat the Turn-up. 

There are some instances in which the size 
of the turn-up necessitates a variation from the 
regular lead in trumps. Before the invention 
of the call for a lead through an honor by an 
irregular lead these instances were quite fre- 
quent. Now, however, it is apt to be necessary 
to vary the lead to beat a turn-up only when a 
Ten or Nine is turned, as a lead can be called 
for through a higher trump, and a smaller one 
stands so slight a probability of winning the 
first trick that it is more important to give the 
partner correct information than to beat the 
turn-up. 

With Queen, Jack, Nine, or Queen, Jack, 
Eight, and the Ten turned, the Queen is the 
best lead ; while with the Nine turned, the 
Jack should be led from Ace, Jack, Ten, and 
the Ten from King, Jack, Ten. 

There are other instances which may arise in 
practical play in which it is well to vary the 
lead to beat the turn-up ; but they are rather in 
the nature of special than general cases, and 
therefore cannot be covered here. 

Queen from Queen, Jack, Nine and two or more 
others. 

Many of the strongest players in the country 
believe that the best trick-taking lead from this 



9Q 



WHIST OF TO-DA Y. 



combination in both plain suits and trumps is 
the Queen, and it might become the conven- 
tional play was it not that the great desire of 
all players is to simplify rather than further com- 
plicate the system of Queen-leads at present in 
use. 

That it complicates the Queen-leads is the 
principal objection urged against the lead of 
the Queen from this combination, and it has 
been deemed of sufficient weight by the major- 
ity to prevent the general adoption of the lead. 

The writer classifies the case as a very close 
one, but is inclined to believe that as an original 
plain-suit lead it is probably wiser not to com- 
plicate matters, and therefore advises the lead 
of the fourth-best. Later in the hand, however, 
the Queen frequently is sound play. This is of 
course a question which can only be settled when 
the situation arises. If either of the adversaries 
have in any way shown strength in the suit, it 
may be wise to deceive the whole table by lead- 
ing the Jack. For the writer's views on the 
lead from this combination in trumps see Note 

3> P a & e 39- 




CHAPTER IV. 



Trick-Losing Leads. 



HERE are a number of leads which still have 



1 a sufficient number of advocates to necessi- 
tate mentioning them here, but which have 
been examined, tried and condemned by the best 
players as trick-losers. They are considered as 
briefly as possible. 

Ace, King, without any Small Card. 

Some players believe in a hand containing the 
Ace and King in one plain suit, two weak long 
plain suits and weak trumps, it is wise to lead 
the Ace and then the King of the two -card 
suit, following with the fourth-best of one of 
the long plain suits, in the hope that the part- 
ner may win and give the original leader a ruff. 
This may in exceptional instances gain a trick; 
but in the majority it will lose many, as it ex- 
poses the situation to the adversaries, and is very 
apt to establish their suit and give them the tip 




92 WHIST OF TO- DA Y. 

to lead trumps. It also conflicts with the 
system of American leads, and may thereby 
deceive the partner. 

JVine from King, Jack, Ni?ie. 
The lead of the Nine from this combination, 
regardless of number in suit, was once strongly 
urged, and, strange to relate, found some favor. 
As it necessitated the lead of the Ace from Ace, 
Queen, Ten, Nine, and Ace, Jack, Ten, Nine 
(distinctly trick-losing plays), and as it gave too 
much information to the adversaries, it was soon 
discovered to be the most unsound lead that ever 
attained any considerable notoriety. While it 
has lost much of its following, it still has some 
advocates who seem blind to its imperfections. 

Ace, King, Jack — Jumping the Suit for the 
Finesse. 

With this combination many players favor 
the lead of the King or Ace, as the suit may 
number four or five, and then a jump to some 
other suit in order to finesse the return. In 
trumps, with no special reason for exhausting 
the suit, this may at times be sound ; but in plain 
suits it, in the long run, proves very expensive, 
as it is only apt to be a trick-gaining play when 
the partner is able to win the second suit and 
the finesse is successful. On the other hand a 
loss is apt to result in the following four cases : 



WHIST OF TO- DA Y. 93 

(a) When the partner has started a signal 
wanting trumps led to him at once. 

(b) When the change of suit sacrifices in 
the partner's hand a face card that would other- 
wise have won. 

(c) When the finesse loses and the Ace or 
King dies. 

(d) When the partner has but two cards in 
the suit and is weak in trumps. 

The Lead of a Face Card of a Long'Plain Suit 
and then a Singleton. 

Many players think they make a very foxy 
play when they lead a winning face card in their 
long plain suit, and then jump to a single- 
ton, hoping for a ruff. 

Of course this play often produces a gain, 
but it does so at a great risk, and in the long 
run proves very expensive, as % it is apt to sac- 
rifice a face card in the partner's hand, and at 
the same time give the adversaries important 
information which, with moderate trump 
strength, they can utilize with great effect. 

It should be only used in an emergency, 
such as when the adversary has already led or 
called for trumps, and even then it is dangerous. 



CHAPTER V. 



Second-Hand Plays. 

THE tables which will be found on pages 41 
and 42 will thoroughly explain conventional 
second-hand plays to any one not thoroughly 
conversant with them. In this connection, 
however, the writer cannot abstain from making 
an earnest argument in favor, in certain cases, of 
false-card play second-hand on a small card led. 

It must be remembered that it is the adver- 
saries' suit which is led, in which it is very im- 
portant to mislead him, and in which he can be 
more easily deceived by a false card than can a 
keen partner, as the partner will know the num- 
ber of cards against the original leader from the 
size of his lead, and with his own hand as a 
further guide can better determine what is going 
on than can the leader, who has no possible 
means of doing anything more than guessing. 

For example, with King, Queen, second- 
hand, the false-card play of the King is of ne- 
cessity most confusing to the original leader, 
who, if he happens to hold Ace, Jack, will be 



WHIST OF TO-DA Y. 95 

in grave doubt whether or not to finesse on the 
return. When a player has the reputation of 
indulging in such second-hand play he very 
often reaps a decided advantage from that 
reputation when he has played a singleton face 
card on the first trick. In such case, if there 
was not a false -card second-hand player on his 
left, the original leader could fiitesse with abso- 
lute freedom on the return of the suit, but 
with the knowledge that he has a false-card ad- 
versary to deal with he may refuse to make any 
finesse whatever, and thus aid in establishing 
the suit for the original fourth-hand. 

The writer firmly believes that with such 
combinations as Ace, King ; King, Queen ; or 
Queen, Jack, second-hand, considerable advan- 
tage may be obtained by frequently playing the 
higher rather than the lower of the respective 
sequences. 

Of course, a player should not always play 
a false card under such circumstances. To 
make his play truly deceptive he should vary 
it so as to keep the adversary guessing whether 
the play is false or not. 

With King, Queen, without any small cards, 
false-card play may prove especially advan- 
tageous, since if the leader holds the Ace, and 
is tempted to finesse the return, his Ace may 
never make. 



96 WHIST OF TO-DA K 

The second-hand player who has strength in 
the suit led must always watch carefully to see 
that in playing one of the regular second-hand 
combinations he does not take with a higher 
card than is necessary to use on the trick. By 
this is meant, that if he can count from the card 
led that all of the cards above it, not in the 
leader's hand, are in his hand, it is of course 
useless to put on one higher than is required to 
beat the card led. This situation occurs more 
frequently than the uninitiated would expect, 
and is much too often overlooked even by 
good players. Example : Ace, King, Ten, 
second-hand, with an Eight led ; the leader 
must have Queen. Jack. Nine, and the Ten 
is sure to win the trick. 

The situation is most apt to occur on an 
Eight or Seven led. but it may happen with a 
Nine, Six. or even Five. 

The following table may be helpful : 



NUMBER OF CARDS 






IX HAND BETTER 


CARD 




THAN CARD LED. 


LED. 


PLAY. 


Two. 


Nine. 


- Smallest. 


Three. 


Eight. 


Smallest. 


Four. 


Seven. 


Smallest. 


Five. 


Six. 


Smallest. 


Six. 


Five. 


Smallest. 



This table may be easily remembered by 
noticing that the number of cards in the first 



WHIST OF TO-DA Y, 97 

column and the spots on the card led in the 
second always total eleven. 

Jn trumps the recognized play with either 
King, Queen or Jack and one small card, for 
years was the honor. Of late, however, it has 
been pretty conclusively proven that with either 
King and one small, or Queen and one small, 
unless the Nine or Ten is led, the honor is a 
trick-losing play, as it enables the leader to 
finesse too freely on the return. With the 
Jack and one small the question is much more 
doubtful, and the opinion of the best players is 
very evenly divided. The writer believes it wise 
in this case to be governed by the size of the 
card led. If it is so high (Nine or Eight) 
as to indicate great strength in the leader's 
hand, it is probably best to play the Jack on 
the first trick ; otherwise, not. 



CHAPTER VI. 
Third-Hand Plays. 

THE best players do not advocate very great 
finessing by a third-hand player in his part- 
ner's suit. Where the original lead is a 
conventional one, practically the only finesse 
justifiable in a plain suit on a small card led is 
the Queen with Ace, Queen. Any face card 
led, however, is finessed with any other face card 
in hand. 

Some players believe that the finesse of the 
Jack with Ace, Jack and one small card is 
justifiable where the partner by his lead shows 
but four in suit and no ruff is threatened. This, 
however, is probably only the case when the 
third-hand is strong enough to lead trumps 
if the finesse wins, or when he has tenaces to 
be led up to in the other suits. 

In spite of the limited scope in which the 
third-hand is allowed to finesse on his partner's 
original lead, he has many opportunities to prove 
that he is not merely a machine drawing his 
highest card. 



WHIST OF TO- DA V. 



QQ 



He must be careful never to block his partner's 
suit ) and to him are given many opportunities, 
when he finds from the cards in his own hand 
and those marked with his partner that a suit is 
completely established, of making a bold trump 
lead. The success of such a lead is apt to de- 
pend upon the sufficiency of the defence in the 
other suits. 

As a rule the third -hand should play the 
lowest of a sequence, but this rule may be 
materially varied. 

For example, holding Ace, King, the play of 
the Ace before the King is made in trumps as 
an echo with four or more. In plain suits this 
play has been given three different meanings, 
viz., a trump signal from a hand which does not 
want to lead trumps, but wants trumps led to it, 
an announcement that the player has no more 
of the suit, and an announcement that the 
player has such length in the suit that a further 
lead of it would, until trumps are out, be dis- 
advantageous, as it would enable one adversary 
to discard, the other to trump. 

Of course, but one of these three meanings 
can be adopted, and as all three appear to be of 
about equal value it does not seem to be a 
vital question which is chosen. It is of the 
utmost importance, however, that both of the 
partners should understand which one is to be 



IOO 



WHIST OF TO-DA Y. 



observed by them, as otherwise serious misun- 
derstandings are sure to result, which will be 
apt to have a disastrous effect upon their score. 

With King, Queen and not more than one 
small card, the play of the King and return 
of the Queen may be given any one of the 
three meanings above referred to for the play of 
the Ace before the King, and the remarks made 
in regard to that case are, of course, equally 
applicable to this. 

With King, Queen and two others, however, 
in which case a small card would under the 
general rule be returned, a new problem pre- 
sents itself. In trumps, playing the King and 
returning the Queen at once shows four, and 
frequently saves a third round. It therefore 
seems to be sound play, although it is not con- 
ventional. 

In a plain suit if a third-hand holding King, 
Queen and two others wins the trick, and is 
not strong enough to lead trumps, it is gener- 
ally the most advantageous play for him to 
return the suit led. This he would of neces- 
sity do with his fourth-best card, and therefore 
if his partner's suit was also a four-card one, 
containing, as under the circumstances is most 
probable, the Ace, that card would win the 
second trick, and the original leader would be 
apt to lead the suit the third time. In such 



WHIST OF TO-DA Y. 101 

case, had the Queen been played on the first 
trick, the original second-hand, if he happened 
to have but two cards of the suit, could mark 
the position of the King and trump the trick. 

If, however, the third -hand had played the 
King on the first trick, the second-hand would 
naturally mark the Queen in the fourth-hand, 
and therefore would not trump. At first glance 
this situation seems rare, but when the third - 
hand has King, Queen and two others the 
chances are that the partner has Ace and three 
others. If this is so, and the remaining five 
cards are evenly divided between the adver- 
saries, it is exactly an even chance whether the 
second-hand adversary has two or three. If he 
has but two, the play is almost sure to gain a 
trick, and under no state of affairs is it apt to 
lose. It may be set down, therefore, as a good 
rule that the third-hand with King, Queen and 
two small cards, in a plain suit, when if he wins 
the trick he intends to at once return the suit, 
should win with the King and return the 
smallest. 

With Queen, Jack and one or more others 
there is no good reason for the third-hand to 
play a false card on an original lead of a plain 
suit unless he is very anxious to signal and an 
Eight is led. Under these circumstances his 
partner must have the Ten and Nine and either 



102 



WHIST OF TO-DA Y. 



the Ace or the King; therefore, if the fourth- 
hand should win the first trick, the Jack can be 
played on the second, and the signal completed. 

The play of the Queen before the Jack, 
third-hand, to show either no more or length in 
suit, is distinctly a trick-losing play, and cannot 
be too strongly condemned. 

In trumps, whether with the Queen, Jack 
and two others, third-hand, an echo should be 
started by first playing the Queen, is an ex- 
tremely difficult question. In the opinion of 
the writer it should depend entirely on the size 
of the card led. If it is high enough to justify 
the third-hand in the belief that the Jack will 
not be needed as a trick-winner, and can there- 
fore be led or played without loss on the second 
trick of the suit, the play of the Queen would 
probably be sound and judicious. This is cer- 
tainly the case whenever a Nine, Eight or Seven 
is led, or when a Six is led and either the 
second-hand plays or the third-hand holds a 
higher spot card. Unless the cards can be 
thus marked, however, the play of the Queen 
is rather dangerous, as the partner must neces- 
sarily mark the Jack against him, and his sub- 
sequent play may be affected thereby. 

With any smaller two -card combination at 
the head of a suit, such as Jack, Ten ; Ten, 
Nine, etc., the lowest of the sequence should 



WHIST OF TO- DA Y. 



always be played in plain suits — except, of 
course, when desiring to signal, in which case 
the higher can generally be played with pro- 
priety. In trumps with four the echo' should 
be started at once by playing the higher. The 
following table shows the best system of trump 
plays, third -hand : 



HOLDING 


WITH LONG 
TRUMPS. 


WITH SHORT 
TRUMPS. 


Play on Return, 
First if you win 
Trick First Trick, 


Play on Return, 
First if you win 
Trick First Trick, 


Ace, King, Queen, Jack. Queen. Jack. 




Ace, King, Queen. King. Queen. 


Queen. King. 


Ace, King. lAce. King. 


King. Ace. 


Ace, Queen, Jack. Jack. * Ace. 


Jack. Ace. 


King, Queen, Jack. King.f Queen. 


Jack. King. 


King, Queen. (King. Queen. 


Queen. King. 


Queen, Jack, Ten. 


Queen. Jack. 


Ten. Queen. 


Queen, Jack. 


Jack.+4th-best 


Jack. Queen. 


Jack, Ten. § 


Jack. Ten. 


Ten. Jack. 



* If the lead is such that the third-hand can in any way abso- 
lutely count the King in the leader's hand, the Queen should be 
played on the first trick "and the Jack returned. 

f Should the fourth-hand be found without a trump, and the lead 
have been so small that the Ace cannot be counted in the partner's 
hand, it may be safer, unless a ruff is threatened, to discontinue the 
trumps, and try to give the original leader a chance to once more 
lead through. 

% See discussion of this play on page 102. 

§ The principle of the Jack-Ten situation applies to the Ten- 
Nine and all smaller combinations. 

The Finesse Obligatory. 
This most commonly occurs on the second 
round of a suit led originally by the player 
who on the second round is the third -hand. In 



104 WHIST OF TO-DA Y. 



this situation, with the best card marked in the 
fourth-hand and the second and fourth-best 
cards in the third-hand, or the fourth-best led and 
the second-best in the third-hand, the finesse 
should be made as if the third-best is also in 
the fourth-hand, no harm is done ; if it is in 
the second-hand, a gain is made. 

It is strange how often this situation occurs 
and how frequently it is missed by players from 
whom better things should be expected. 

The cases of most frequent occurrence are 
when the original lead was from King, Ten, or 
Queen, Ten, and the first trick was won by the 
partner with the Queen or King respectively. 

False Card, Third-Hand. 
The third -hand may, in addition to the cases 
cited above, frequently play with advantage a 
false card in a suit in which his partner is 
making a forced lead and in which he knows 
the strength is with the adversaries. 

JVJien A T ot to Beat the Card Played by the 
Second-Hand. 

It sometimes happens that the third-hand 
who originally opened a suit can, on its return, 
read that the best card of it is without a guard in 
the fourth-hand, in which case he should play 
his lowest card, regardless of card played by 
the second-hand. 



WHIST OF TO-DAY. 105 

Suppose, for example, trumps were led from 
King, Eight, Seven, Six, Two. The fall of 
the cards in order on the first trick was Six, 
Jack, Queen, Three. The partner of the ori- 
ginal leader returns the Five, and the second- 
hand adversary plays the Ten. The third- 
hand can now read that the Ace is to his left, 
without a guard, and he must play small in 
order to keep the King to win the Nine. 

Had the Nine been played on the second 
round by his right-hand adversary, his play 
would have been the same, although the Ten 
could not have been positively placed. Whether 
the Ten be to the left or the right, however, a 
small card should be played, and as the trick is 
going to an adversary who may have a chance 
to lead again, the original leader should hide 
the number of his trumps by playing the third 
best. 

Situations similar to the above occur fre- 
quently, and should be watched for keenly. 



CHAPTER VII. 
Fourth-Hand Plays. 

THE play of the fourth-hand, as a rule, is not 
particularly difficult, it being in most cases 
merely his duty to take the trick as cheaply as 
possible, or to play his lowest card in the suit — 
barring, of course, a desire to signal. There 
are some cases, however, in which it is not 
always well for the fourth -hand to take with the 
lowest of a sequence. For example, holding 
the King, Queen and one small, and the 
play of one of the face cards being necessary 
to win the trick, it is often wise to take with 
the King, as the play of a false card may 
induce the original leader not to finesse if the 
suit is returned by his partner. When the 
original lead shows that the leader must have 
Ace, Jack, the false-card play seems especially 
justifiable. 

The reputation of being in the habit of play- 
ing a false card in such a situation may also be 
to a fourth-hand player's advantage, when he is 
not so playing. 

106 



WHIST OF TO-DA Y. 107 

A case in which the fourth-hand should not 
take the trick is when the trumps are established 
in one adverse hand and the length in the suit 
led declared in the other. In such case, if the 
fourth-hand has the master card of the suit led 
and smaller ones, he should refuse to part with 
the master until he is satisfied that all the cards 
in the suit are exhausted in the hand still re- 
taining the trumps, as otherwise by winning the 
suit he will merely clear it for the adversary. 




CHAPTER VIII. 



Discarding. 



HERE are few opportunities in the play of 



1 Whist that give more scope for the dis- 
play of sound card-sense than the questions 
which arise in the matter of discarding. Until 
but very recent years only one general rule on this 
subject was known. That was to discard from 
weakness unless no suit had previously been 
shown by the discarder, and trumps had been 
either led or declared by the adversary, in which 
case the first discard should be from the suit 
the discarder wanted his partner to lead. 

The theory for the latter part of this rule 
is, that in a hand in which the adversaries have 
the trump strength it is necessary that the 
partner shall have absolutely accurate in- 
formation as to which suit to lead. 

The objections to showing strength in this 
way have, however, become so numerous and 
weighty in recent years that it has been aban- 
doned by many of the best players, is con- 




WHIST OF TO-DA Y. 109 

stantly losing followers, and the writer has no 
hesitation in urging that it be universally dis- 
regarded as one of the fallacies of the past. 

In some hands in which trumps are led or 
declared by the adversary, the partner of the 
player who is obliged to discard will prove 
strong enough, either by forcing or leading, to 
exhaust the adverse trumps, and thus be able 
to establish the strong suit of 'the discarder. 
In such case the discard from strength is bound 
almost invariably to cost one trick. 

The strongest objection to it, however, is 
that, while it may in some cases give informa- 
tion to the partner, it also gives the same in- 
formation to the adversary, who is in the lead 
and therefore in a better position to utilize it. 

The system of discarding most conducive to 
trick-taking seems to be to always discard the 
card that can best be spared from the player's 
hand. 

It is rarely wise, especially in the adver- 
saries' suit, to discard the guard or guards 
necessary to protect a face card. 

When the partner is leading trumps, the suit 
that the discarder wants led may be positively 
marked by discarding once from each of the 
other suits ; and a good player with long trumps, 
when his partner has discarded but once, will 
frequently find it advantageous to lead another 



no 



WHIST OF TO- DA Y. 



trump in order to obtain the positive informa- 
tion which the second discard will give. 

The information possible to afford by the 
discard is also materially increased by the addi- 
tion of the signal in the discard to show com- 
mand of the suit. 

This, of course, must not be confused with 
a trump-signal, echo or sub-echo, and can 
therefore only be made when the discarder has 
either refused trumps or in some way previously 
given his partner exact information as to the 
number of trumps that his hand contains. 

When it can have no reference to trumps a 
signal in a discard is a command, as impera- 
tive as any trump-signal, for the partner to 
lead that suit. This play has the advantage 
that it can frequently be started when the ad- 
versaries are in the lead, as the first discard will 
apparently show weakness, and the discard of 
the lower card showing the strength be with- 
held until the partner gets in the lead. 

In discarding from a long suit headed by 
either King or Queen, the show of strength 
can be started but not' completed until the 
higher card or cards are played and the com- 
mand left with the discarder. 

This plan can also be adopted on the part- 
ner's lead of trumps with a very long tenace 
suit, from which two discards can be afforded. 



CHAPTER IX. 
Trumps. 



When to Lead. 

aNDER this head, without diverging from 
the subject, many more pages than are 
contained in this book might be written, and 
something new and important said on each. 

It is easy enough to tell a beginner to always 
lead trumps from five, or four with two honors 
and plain-suit strength, and that is all the be- 
ginner should know, as it would be manifestly 
absurd for him to attempt to exercise a Whist 
judgment which he has not yet obtained. 

To the advanced player, however, a five-trump 
hand presents a vastly different problem. He 
well knows that in many hands leading trumps 
from five is very expensive, and that he is not 



112 



WHIST OF TO-DAY. 



bound by any hard and fast rule on the subject, 
but must exercise his best judgment in de- 
ciding what to do. 

In deciding, he must consider the contents of 
his entire hand, judge from the thirteen cards 
as best he can of the probabilities of the situa- 
tion, and play accordingly. He must not be 
discouraged, however, when the exercise of 
sound judgment in this particular loses tricks, 
as it often will. In the long run, skill will tell. 

As no two hands are the same, every such 
problem presented is a different one, and to at- 
tempt to cover the subject by rule is therefore 
as absurd as it is impossible. 

The following hints on the subject may, 
however, be of service : 

With five trumps, headed by Ace, King, 
Queen ; King, Queen, Jack ; or Queen, Jack, 
Ten, it would be a very exceptional hand from 
which the trump was not the correct opening. 

With five trumps (no matter what size) and 
a five-card suit that is either already estab- 
lished or that probably will be in one round, a 
trump lead seems undeniably sound. 

With five average trumps and a five -card 
suit that is very weak, it is generally better to 
first try to establish the plain suit, and if pos- 
sible give your partner a ruff while so doing. 

With five average trumps and a plain suit of 



WHIST OF TO-DAY. 113 



moderate strength, the contents of the hand, 
state of the score, etc., must be the guide. 

With five average trumps and' a strong four- 
card suit, the trump as a rule is the best open- 
ing, although the rest of the hand might in 
very exceptional cases alter this. 

With five average trumps and a four-card 
suit with but one face card, the rest of the 
hand must go a long way toward deciding the 
question. In this case a good strengthening 
short-suit may sometimes be led with effect ; 
but as a rule in such a hand the short lead is 
dangerous, as it warns the adversaries not to 
lead trumps and gives them notice to force the 
leader. This is a hand to which the old, and 
as a rule worthless, saying of, " When in doubt, 
lead trumps," applies. 

With five average trumps and a four-card 
suit without an honor, the four-card suit (which 
can often in such case be advantageously opened 
from the top) is the conservative play, unless 
the rest of the hand justifies the trump lead. 

With five average trumps and no long plain 
suit, the trump is the opening, if the rest of 
the hand contains any strength or does not con- 
tain a short suit from which it is very advan- 
tageous to open. When the trump suit is one 
which you do not desire to open, the rest of 
the hand weak, and one of the short suits 



H4 WHIST OF TO-DAY. 

is headed by a strengthened it is generally 
right to open that short suit. 

When four trumps should be opened, and 
when not, is a question of judgment which 
must be decided when the case arises, and as 
the least variation in the hand may determine 
the question one way or the other, it is indeed 
hard to offer any suggestions on the subject. 
The following ideas are therefore necessarily 
most general : 

A four-trump lead is apt to be justified — 

(a) When your trumps are headed by Ace, 
King, Queen : King, Queen, Jack, or Queen, 
Jack, Ten, and there is no reason to suppose 
that your partner can ruff any suit. 

(b) When your partner has shown trump 
strength and there is no apparent chance for a 
ruff. 

(c) When either you or your partner have an 
established plain suit, and both the adversaries 
have had an opportunity to show trump strength 
and have declined to do so. 

(d) When either you or your partner have a 
strong plain suit and defence in the other two. 

(e) When you want all the other suits led up 
to you. 

When to Signal. 
There are many differences of opinion as to 
the strength in trumps necessary to justify a 



WHIST OF TO-DAY. 115 



signal. The writer believes it right to signal 
in any hand from which you would lead, pro- 
vided the trump suit is headed by one of the 
three highest honors. 

With a trump suit headed by a Jack or 
smaller card, it is a distinct disadvantage to 
signal, since if your partner has the King (and 
not the Ace) he is sure to lose it, without hav- 
ing a trump made good in your hand, whereas 
if you lead he has an even chance of making 
his King. 

IVJien to Guess at a Signal, 
There is no play more fatal than a trump 
lead made because you think your partner 
has started a signal, when in reality he has not. 
It therefore goes without saying that a guess 
should only be made when there is little doubt 
of the start of the signal. The most common 
case where a guess is justified is, when a player 
in renouncing on the first or second trick of a 
plain suit discards an Eight or higher card. This 
is almost certain to be a signal, and the part- 
ner is reasonably safe in guessing at it as such. 

When the discarder does not want his partner 
to guess, he — in the rare case, in which his 
trumps do not warrant a trump call, and yet 
such a card would be his natural discard — 
should discard from the other plain suit, so as 
not to lead his partner into temptation. 



1 1 6 WHIS T OF TO- DA Y. 

How to Lead to a Signal. 

The question of how to lead to your part- 
ner's signal has been covered in Part I. (see 
pages 28 and 29), it being rudimentary in its 
character, except with long trumps and certain 
high-card combinations. 

How to accurately show number with Ace, 
King and two others, as the two high cards 
must be led, has occasioned some discussion. 
The writer believes the simplest plan is to fol- 
low the general rule under these circumstances 
and lead the highest of three, but to start 
with the King to show four. Five trumps, 
headed by Ace, King, with a partner signaling, 
is such a rare case that it hardly deserves much 
consideration. The best way to handle it, 
however, is to lead Ace, then King. Two 
rounds will probably exhaust the adverse trumps, 
and the signaler will almost surely be able to 
tell from the fall of the small cards that his 
partner has led from five trumps, not two, as 
would be the other alternative if he led Ace, 
King, and stopped. 

The following table shows, with certain high- 
card combinations, how number of trumps can 
best be shown when leading to partner's signal : 



WHIST OF TO-DAY. 
Table of Leads to a Signal. 



117 



WITH SHORT TRUMPS WITH LONG TRUMPS. 

HOLDING I 

LEAD FOLLOW WITH LEAD FOLLOW WITH 



Ace, King, Queen. 


Ace. 


King. 


King. 


Queen. 


Ace, King. 


Ace. 


King. 


King. 


Ace. 


Ace, Queen, Jack. 


Ace. 


Queen. 


Ace. * 


Jack. 


King, Queen, Jack. 


King. 


Queen. 


Jack. 


King. 


King, Queen. 


King. 


Queen. 


4th-best. 


t 


Queen, Jack, Ten. 


Queen. 


Jack. 


Jack. 


Queen. 



* If your partner has the King turned, or if he is a player who 
does not signal without an honor, the number in this case can be 
best shown by leading first Jack, then Queen. 

fThe lead of Queen, followed by King, would also show long 
trumps. 



How to Ruff with Long Trumps. 

This is another question that has perplexed 
the Whist players of the day. With four 
trumps, some favor trumping originally with 
the third-best to show number ; others believe 
number in such a case should not be shown. 
In deciding this question the ability of the 
opponents should be an important factor : if 
they are strong, it is possibly unwise to give 
this information, while if they are weak it is 
probably best to do so. 

When ruffing with five or more immediately 
before leading, some believe in ruffing with 
the fourth-best and leading the fifth-best. Others 
favor ruffing with the fifth-best and leading the 
sixth-best, if the hand contains six ; if not, the 
fourth-best. While still another faction advo- 



n8 



WHIST OF TO-DA Y. 



cates trumping with the lowest and leading the 
fourth-best. 

This question does not seem to be of very - 
serious importance, as long as the partners un- 
derstand each other ; the second plan, however, 
is probably the wisest. 

With five trumps, when the intention is not 
to lead after the ruff, the fourth-best as a rule 
is the card with which to ruff, unless doing so 
sacrifices too high a card, in which case it 
seems best to make the lowest while the oppor- 
tunity offers. 



CHAPTER X. 



Signals and Echoes. 



HE trump signal to command a trump lead 



1 from the partner (see page 28), and the 
trump echo to show four trumps when the 
partner has already signaled or led (see page 
29), are now recognized as conventional plays 
with which every player of any ability must be 
familiar. 

There are many other systems of giving in- 
formation, however, by the irregular play of 
the small cards that are but little known and 
yet are of considerable value. Of these 
systems those which appear to be worthy of 
attention are explained in this chapter. The 
advanced player should examine them all, and 
he will then be in a position to decide which, 
if any, he will adopt. 

The sub-echo is the only play explained in 
this chapter which has become conventional. 




119 



120 



WHIST OF TO- DA K 



The Sub-Echo. 

When a player has declined to echo, a signal 
made by him the next time the opportunity 
offers shows that he was 'dealt three trumps. 
A refusal to make such a signal shows that his 
hand did not originally contain more than two. 
Example : the Two of trumps having been 
played on the first lead and an echo thus neg- 
atived, the suit being changed, a signal in the 
new suit shows two more trumps. A refusal 
to make such a signal, one more at most. 
Plain-Suit Sig?ial. 

When either by reason of the fact that a 
player has refused trumps, that all the trumps 
are out, that he has already signaled or ac- 
curately shown the number of his trumps, or 
when for any other reason a signal can have no 
reference to trump strength, it is of the greatest 
importance that it should mean either strength 
or weakness in the suit in which it is made. 

It is used for both meanings — some players 
using it to mean "change the suit," while 
others to mean, ' 6 1 can win the next trick in 
this suit, continue it." Some players compli- 
cate the matter somewhat in order to confuse 
their adversaries by giving the play one mean- 
ing on the adversaries' leads, another when the 
suit is led by the partner. 

The writer believes it wisest to make the play 



WHIST OF TO-DA Y. 



121 



always show strength, especially as in that way 
it best conforms with the show of strength by 
signal in discard suggested on page no. 
The Three-Echo. 

The idea of the play known as the three- 
echo was originally suggested by Mr. H. E. 
Green, but in the form advocated by him found 
little favor. The writer has varied it some- 
what, doing away with the greatest objection 
urged against it, and believes it in its present 
shape to be a trick-winning play, although it 
has not yet been subjected to any extended 
practical test. 

The idea is that as the partner of a trump- 
leader more frequently holds two or three trumps 
than four, it is more important to show the 
exact number than merely whether the suit is 
long or short. With this end in view it is pro- 
posed in every case, in which the third-hand 
does not have to play a high trump on his part- 
ner's original lead, for him to play his second- 
best and on the second trick to follow with the 
third-best. 

With this play adopted the leader can very fre- 
quently tell on the first trick that his partner 
has but one more trump at most, as he has 
played his lowest. From the fall of the second 
trick the leader can always tell (unless the 
original third-hand has tried to win one of the 



122 



WHIST OF TO-DA Y. 



tricks) whether his partner has any more trumps, 
and he will generally be able to tell whether 
the number remaining is one or two. 

The play is of great value when the original 
leader has six trumps, his partner three, and 
each of the adversaries two. It also proves 
servicable in many other situations, and will, 
in the opinion of the writer, in time be 
universally approved. 

The only objection is that the adversaries 
may, by holding up a small trump, make the 
leader at the end of the second trick uncertain 
whether his partner is showing three or four. 
This may occur in a few hands, but will hardly 
be serious enough to offset the benefit that will 
accrue in many others. 

The Four-Signal. 

The four-signal is a device first suggested by 
the writer in 1880, and since that time used by 
him in every match in which he has played. 
He has found it to be a decided trick-winner, 
even against the strongest opponents, and he 
therefore most earnestly urges its adoption in 
spite of the fact that many players believe it 
to be a dangerous innovation. 

The four-signal consists in playing first the 
second-best, second the highest, and last the 
lowest of three small cards (the highest of 
which is not above an Eight), in a plain suit 



WHIST OF TO-DAY. 123 

led originally by an adversary, to show four 
trumps at least. It may also be played on the 
partner's lead in any suit where the third-hand 
does not have to unblock. 

One of the advantages of the play is that 
it can on the second trick be turned into 
either a signal or echo, as the exigencies of the 
case may demand. The former, should the 
situation change so as to render a trump lead 
advantageous; the latter, should the partner 
lead or call for trumps prior to that time. 

Showing the Exact Number of Trumps by 
Signal. 

In connection with the four-signal the writer 
has devised the following scheme for those who 
desire to accurately show the number of their 
trumps by the play of small cards in a plain suit. 

With any three small cards in a plain suit — 
for example, Two, Four, Six — the small cards 
may be played to show trump-number, as 
follows : 



HOLDING. 


1ST TRICK. 


PLAY , 

2D TRICK. 3D TRICK 


Short trumps, 


Two. 


Four. 


Six. 


Four trumps, 


Four. 


Six. 


Two. 


Five trumps, 


Four. 


Two. 


Six. 


Six trumps, 


Six. 


Two. 


Four. 


Seven or more trumps, Six. 


Four. 


Two. 



I2 4 



WHIST OF TO-BAY. 



Showing the Exact Number of Trumps by Echo, 
For the following system of echoes the 
Whist world is indebted to Professor Wm. S. 
Fenollosa : 

The partner having led or signaled for 
trumps, the play of three small cards in a plain 
suit can be made to show the number of trumps 
originally dealt to the player, as follows (with 
the same small cards as in previous table, 
page 123) : 



PLAY 



HOLDING. 1ST TRICK. 2D TRICK. 3D TRICK. 

One trump at most, Two. Four. Six. 
Two trumps, Two. Six. Four. 

Three trumps, Four. Six. Two. 

Four trumps, Four. Two. Six. 

Five or more trumps, Six. Four. Two. 
A Signal After a Lead. 

When a player has led trumps and an adver- 
sary has won the trick, a signal subsequently 
made by the original leader is considered by 
some players to mean six trumps, by others to 
mean a command for the partner to continue 
the trump lead. The writer believes it wiser 
to have it mean neither of these, but rather 
weakness or strength in the suit then being led. 
(See page 120.) 

Showing Number of Trumps after a Signal. 

When a player has signaled, and his partner 
leads, in answer to that signal, a high trump 



WHIST OF TO-DAY, 



125 



which the signaler decides to pass ; he by one 
method plays his fourth-best in order to most 
accurately show both size and number, while 
by another plan he makes a signal in such a case 
only to show six or more trumps. Some players 
object to both these plays, believing it to be 
unwise under the circumstances to give any ac- 
curate information, as the suit is not the part- 
ner's, and one of the adversaries may be strong 
in it, and thus be benefited thereby. 

In view of the latter possibility, the writer 
doubts the wisdom of always playing the fourth- 
best, but sees no harm in allowing a player the 
option of showing six in such case by a signal, 
if for any reason he thinks it wise to do so. 

Rcpeati?ig the Signal to Show Six Trumps. 

A player who signals successively in two dif- 
ferent plain suits thereby is considered by some 
players to show his partner six trumps. 

It has been objected to this play that a player 
may want to signal a second time — for fear, in 
case the first signal is a small one, that his partner 
has not seen it. With a very poor partner this 
would unquestionably be the correct play, but 
as such a partner would be unaffected by the 
question of the number of trumps in the sig- 
naling hand, and would consider himself a 
great player if he simply saw the signal and 



126 



WHIST OF TO-DAY. 



led in response to it, this objection cannot be 

considered of any importance. 

The play therefore seems wise for those who 
do not desire in such a case to use the plain- 
suit signal (see page 120) in the second suit. 

Second-Hand Signals. 

The scheme has been suggested of, on a small 
card led, playing the higher of two small cards, 
second-hand, unless there is a desire to trump- 
signal, in which case to reverse the procedure. 

The argument for this play is that it in- 
creases the leader's difficulty in placing his own 
suit, and that a high card may be saved in the 
partner's hand by a second-hand bid for the 
trick, which this play really is. Of course, the 
play must be universally made (even with cards 
in sequence), or it would be confused with a 
trump-signal. That the trump-signal is just as 
serviceable when reversed, however, there can 
be but little doubt. 

The objection to this play, which seems to 
make it a trick-loser, is that the partner of the 
second-hand player cannot as accurately tell 
when he can force him, which information is more 
important than any benefit the play may give. 

Trump-Signal to Show no More of a Suit. 
Some players have advanced the theory that 
it might be well to make a trump-signal mean : 



WHIST OF TO-DAY. 127 

"I have no more of this suit, and want to 
ruff it. ' ' . 

When it is considered that such a plan would 
probably make one trick in one deal, while a 
trump-signal was making several in each of a 
dozen deals, the imbecility of the idea at once 
becomes apparent. 

Showing the Number of Triunps o?i Adversary' s 
Lead. 

As there are occasions when it is advantage- 
ous to show the number of trumps held by the 
player when an adversary is leading (such as 
when the lead is probably a weak one, or when 
it is known, by reason of an honor turned, that 
the partner will win the second trick, and there 
is a suit the player can ruff), it has been sug- 
gested that an echo on the adversary's lead of 
trumps should show no more. 

The play is not recommended as a universal 
rule, as the information it gives is apt to be of 
more value to the adversary than to the part- 
ner, and as it is often advisable to attempt to 
deceive an adversary when he leads trump by 
playing the small trumps irregularly. On some 
such special occasion as one of those mentioned 
above it might be useful, but the practical diffi- 
culty would be to have the two partners under- 
stand just when it was to be used and when not. 
For this reason it seems a dangerous innovation. 



CHAPTER XI. 



Miscellaneous. 



Avoid Changing Suits. 

/V I EVER change the suit unless it is neces- 
I i sary to do so, is a maxim which has been 
incorporated in Whist books for years, but the 
importance of which is not even yet fully 
recognized except by the most expert players. 
The general rule, that when you have won 
your partner's suit it is advantageous not to re- 
turn it, but to at once show him your own, is 
susceptible of many exceptions. These excep- 
tions may be enumerated as follows : 

(a) When you have but one card remaining 
in the partner's suit, are weak in trumps, and 
are desirous of ruffing. 

(b) When your suit is extremely weak, and 
your hand presents no probability of its being 
established. 

(c) When you have tenaces in the two other 
plain suits. 

128 

i 



WHIST OF TO-DA Y. 



129 



Of course this advice should not be carried 
out under unfavorable conditions, it being 
manifestly ridiculous when you have won your 
partner's lead with the Jack or a smaller card, 
and have no card better than the one with 
which you won the trick to return the suit, as 
in such case the chances are that you are lead- 
ing up to a tenace in the original second-hand. 
When you have won with the Queen the same 
objection presents itself, although it is not so 
pronounced. 

The same theory also applies to an original 
fourth -hand who has won the first trick led. 
There are many cases in which it is much better 
to immediately return the suit led through the 
original leader rather than to open a new suit. 

The situations may be classified as follows : 

(a) When the original fourth-hand has but 
one card left of the suit led, is weak in trumps, 
and desires to ruff. 

(b) When the original fourth -hand has 
several losing cards left of the suit led, is rea- 
sonably strong in trumps, and, from the fall of 
the card on the first trick, believes there is a 
reasonable chance of forcing his partner. 

(c) W r hen the original fourth-hand does not 
desire to open his own suit either by reason of 
its containing a tenace or because of its ex- 
treme weakness. 



130 WHIST OF TO-DAY. ^ 

(d) When the original fourth-hand wins the 
first trick cheaply, has a strengthening card 
which he can put through, and has reason to 
believe that his partner has a tenace over the 
original leader. 

The same suggestion to avoid changing the 
suit applies to an original leader who, having 
led one or two rounds of his suit, is uncertain 
as to whether or not he should go on with it. 
In nine cases out of ten it is better to go on 
and establish the suit rather than to take the 
initiative in opening a new weak suit which, 
if his partner has a high card, may result in the 
killing of that card, while if, on the other 
hand, the partner is weak, it may result in the 
trick going to the adversaries very cheaply, and 
necessarily very much to the disadvantage of 
the leader. 

WJien to Treat Plain Suits as Trumps. 

With no trumps left in any hand except your 
own, or with all the trumps played and a sure 
re-entry in your hand, you should, either 
leading or playing second-hand, treat a plain 
suit headed by Ace, King, just as you ordi- 
narily would a trump suit of that character. In 
^such case there is no danger of having your 
high cards trumped, and therefore the trump - 
leads and second-hand trump -plays apply to the 
situation. 



WHIST OF TO-DA Y. 



IVJien to Lead Long Suits as Short Ones. 

A long suit should be led as a short one — 
that is, from the top — when there is no chance 
of making more than two tricks in it, and you 
have not either the Ace or King, but have 
the Queen, or when you are very weak in the 
suit and have reason to think your partner may 
have some strength in it. 

When to Lead Short Suits as Long Ones. 

A short suit should be led small (unless it 
contains the Ace) when, by reason of the adver- 
saries' trumps, only one trick can be made in 
it, and you do not therefore want your part- 
ner to finesse. 

WJien to Hold up the Lowest Card of Adver- 
sary s Suit. 

When you have five cards of a suit in which 
one of the adversaries by his lead shows four, 
it is sometimes wise to keep back the lowest 
until the last, as it will give the leader trouble 
in placing his suit and make him think some 
one is showing trump strength. 

The play can also be made with five worth- 
less cards of a suit regardless of the number 
shown by the leader. 



CHAPTER XII. 



Duplicate Whist Matches, and How to 
Win Them. 

WHILE the last few years have witnessed 
great changes in Whist methods and 
W T hist ideas, and have seen the introduction of 
the most startling developments in leads, sig- 
nals, etc., in no respect would the Whist Rip 
Van Winkle who should awaken to-day have 
more cause for astonishment than in the large 
and constantly increasing number of Duplicate 
Whist matches that are played all over the 
country from the Atlantic to the Pacific. 

It was the introduction of the duplicate 
match that started the Whist boom that has 
been steadily growing in this country during 
the past decade, and it is the fact that such a 
match is possible that makes the student of the 
situation realize that what many call " the 
Whist craze ' ' of the present day is not a simple 

fad which will shortly run itself to a natural 
132 

1 



WHIST OF TO-DA Y. 



133 



death, but is the introduction of a new intel- 
lectual pastime which has come to stay, and 
which is destined to a far greater future than 
even its most enthusiastic admirers of to-day 
would venture to predict. 

As long as Whist was simply a scientific 
game, in which the luck of getting the winning 
cards predominated over the skill of the play 
to such an extent as to prevent any satisfactory 
test from taking place, the American public had 
little use for the game except for some such 
purpose as to pass a long winter evening at 
home or kill the time of a railway journey. 

Now, however, the duplicate game changes 
all this. The public believes that a game has 
been found which gives unlimited scope to skill, 
brilliancy and inventive genius — a game that re- 
quires the exercise of memory, judgment and 
discernment — a game which is worthy of all 
this because the result of it shows in the score. 

The American people, always fond of true 
sport, are now for the first time given an intel- 
lectual game, in which all the various classes, 
ages and sexes may meet on equal terms in a 
battle of wits and brains. 

Is Duplicate Whist, then, merely a fad? 
Certainly not. We are witnessing the intro- 
duction to the American people of its national 
in-door sport of the future. 



134 



WHIST OF TO-DA Y. 



The best duplicate match is four players 
against four. This is admitted to be the 
standard, and, provided the number of deals is 
sufficient, is the best possible test of Whist skill. 
The number of deals determined upon should 
be divisible by three, so as to enable each 
player on each side to play an equal number 
of deals as the partner of each other player on 
his side. 

To the true Whist player the acme of pleasure 
and height of satisfaction is reached when a 
hard-fought duplicate match is finally won, and 
therefore the special elements or attributes that 
go to make up the successful match -player are 
well worthy of consideration. 

All will agree that he should be cool, watch- 
ful, keen, thoughtful and brainy ; but few will 
probably suggest a quality that is really more 
important than any other, viz., patient. 

Lack of patience has lost ten matches to 
every one won by any of the other qualities 
mentioned. 

The great trouble with most match-players is 
they want to win the game in one deal. So 
anxious are they to win that they are contin- 
ually looking for some extraordinary play that 
they would never think of attempting in straight 
Whist. That desire to get an extra trick out of 
a deal has lost many a Whist match. 

3 



WHIST OF TO-DA Y. 



135 



On the average not more than one hand in a 
hundred gives the very finest player a chance to 
make a coup too deep to suggest itself to the 
mind of any first-class player. 

In not more than one or two hands in a long 
match does the first-class player have a chance 
to make a play beyond the capacity of the 
average player, and yet it is just in those very 
commonplace hands that the average player 
frequently loses tricks. Why? Simply be- 
cause, as he is playing Duplicate Whist, he 
thinks he must be always looking out for some- 
thing deep — doing something unusual. He is 
playing for more in his hand than is in it — try- 
ing for fourteen tricks, in other words — while 
his more far-seeing rival perceives there is noth- 
ing below the surface in the hand and takes 
what there is in sight. 

The true theory is to play the most important 
match with great care, but with just the same 
style of play that you would adopt in a most 
unimportant game. 

Play each hand for what it is worth, no more. 
It is a very exceptional match if you do not get 
enough tricks given to you to enable you to 
win by a big margin if you are not generous 
yourself. 

Don't play a hand with the idea that you 
must make more out of it than your adversary. 



i 3 6 



WHIST OF TO-DA K 



Play it simply with the thought that you will 
get what is in it, and that he may get less. 

Make the situations as easy for your partner 
and as difficult for your adversary as possible. 

Concentrate your attention upon the play, 
and allow no other idea to enter your mind 
during the progress of a deal. 

This may seem rudimentary advice. As a 
matter of fact, however, there are so many 
tricks lost by good players in matches, the loss 
of which ; if detected, is blamed upon almost 
every possible cause except the correct one, 
viz., lack of the complete concentration of 
the mind upon the play of the particular hand, 
that it seems to be a subject which no player 
in existence has a right to scorn as infra dig. 

Success in Duplicate Whist is, indeed, diffi- 
cult, and the player who would grasp every 
possible situation in a hand, and capture every 
possible trick, must have the power to concen- 
trate all his faculties upon that hand. No 
player, no matter how great his capacity, can 
do thorough justice to a hand when at any 
time during it his mind wanders. Too often 
do we see a player while the play is in progress 
thinking of such subjects as : 

How the last deal worked. 

How many more could have been made 
had his partner played differently. 



WHIST OF TO-DA Y. 



137 



How he can justify some play he made. 

How the last deal will be played at some 
other table. 

How the score of the match probably stands. 

When this is the mental condition of a 
player the best results cannot be obtained. If 
a trick has been lost, it is gone. Thinking 
over it cannot bring it back, but may very 
quickly give it one or more comrades. 

In a match resolve to wipe each deal from 
your mind as soon as it is completed, as figures 
from a slate. Induce your partner to do like- 
wise by declining to join with him in " post- 
mortems. " If you note some eccentricity on 
the part of an adversary take your partner aside 
and communicate your discovery ; otherwise 
do no commenting or coaching during a match. 
There is a time for all things, and there is a 
time when each particular thing is most inap- 
propriate. Your partner may during the play 
of the next deal think of what you have said 
between deals about the last. If he does this 
he cannot give to the hand which he is playing 
the attention that it deserves. Therefore, for 
his sake as well as your own, " Don't talk." 

Remember, always, complete and absolute 
concentration is essential to perfect play, and 
goes a long way toward securing it. 



CHAPTER XIII. 



Progressive (or Compass) Whist. 

MR. John T. Mitchell, of Chicago, some 
years ago, invented a system of play 
which is especially attractive for club or social 
purposes when twelve or more players get to- 
gether for a Whist sitting or series of sittings. 

Mr. Mitchell gave his system a very appro- 
priate name, viz., Progressive Whist — as it 
consists of the east and west pairs all progress- 
ing, while the north and south pairs remain 
seated. In the East, however, for some reason, 
the title of Progressive Whist has never proved 
popular, while the system itself has flourished 
under the title of Compass Whist, so called be- 
cause the four players at each table occupy the 
four points of the compass. 

To play under this system, number the 
tables from one up, and, if possible, secure an 
odd-number of tables, as that greatly simplifies 
the procedure. With an odd number of tables 

place the cards for as manv deals as it is de- 

138 



WHIST OF TO- DA V. 



139 



sired to play on the various tables, an equal 
number on each. Whenever all the tables 
have finished playing the deals allotted to them 
move the deals from each table to the table 
next lower in number, and move all the east and 
west players to the table next higher in num- 
ber. Continue this until all the players have 
played all the deals, and all the east and west 
players have played against all the north and 
south. These two events will happen at the 
same time, and the number of changes will be 
one less than the number of tables. 

The following example for three tables, with 
three deals, shows the system — variations in 
number of deals or tables (as long as the num- 
ber of tables remains odd) make no difference : 



Player A. 



Positions at Starting. 

Player C. 



Player E. 



^ Table 1. j 
£ Deal 1. W 
South. 



'uuon 
<; Table 2. j 
£ Deal 2. W 

South. 











Table 3. 


X 


g 








Deal 3. 






South. 





Player F. 



Player B. Player D. 

Positions After First Change. 

Player C. Player E. 





Player A. 








•qiio^ 






A 

u 

V 


^ Table 1. j 


Play 


u 


>x 
r. 


to 

£ Deal 2. W 


n 




- 










South. 








Player B. 







•qwo N 

Table 2 j 

r Deal 3. W 

South. 
Player D. 




Player F. 



140 WHIST OF TO-DA Y. 

Positions After Second Change. 

Player A. Player C. Player E. 







•HVio N 
























erj. 


West. | 


Table i. 




3 




West. 


Table 2. «j 


Play 


Player H. 




Table 3. 


1/) 


Play 


Play 


Deal 3. 
South. 


w 


n 


Play. 


Deal 1. W 
South. 




X 


Deal 2. 
South. 


W 


2 



Player B. Player D. Player F. 



With an even number of tables, have the 
north and south players sit still, as above, move 
the deals and the east and west players, as above, 
until the moving players have played at ex- 
actly half the tables ; then have them skip one 
table in their progression, and continue just as 
before, playing the last lot of deals at the table 
at which they played first. 

The objection to this system is, that each pair 
will omit to play against one pair which plays 
in the opposite direction, and will play twice 
against the pair at whose table they start. 

When the number of tables, although even, 
if divided by two, produces an odd number, as 
is the case with six, ten or fourteen, the above 
objection may be obviated by dividing the 
tables into two sections, numerically equal, 
putting out originally but half the number of 
deals that it is intended to play. Play round 
in the regular way in each section to a finish 
of, the deals put out, then change the deals, but 
"not the players, from one section to the other, and 



WHIST OF TO- DA Y. 



141 



play round once more in the regular way. This 
will complete half of the play. Next change the 
east and west players from one section to the 
other, put out the second-half of the deals, and 
repeat the plan of play adopted for the first half. 

With a number of tables which, when divi- 
ded by two, produces an even number, such as 
four, eight or twelve, it is much the easiest 
method to skip one table, as explained above. 
With exactly four tables, however, the following 
scheme can be worked ; but it is very compli- 
cated, and should be carefully studied before it 
is attempted, as the least mistake will ruin the 
entire evening's play: 

Seat players in regular way ; put out half 
the deals. 

First Change. 
Move deals from table 1 to table 2. 

a a a a 2 ' i fc< I 

3 4- 

i ( a a a ^ a a ^ 

Don't move players. 

Second Change. 
Move deals from table i to table 3. 

i ( a a a 2 ii (,i 4 

i i a a a ^ < ( a j 

(( a ( ( a 4" ii 2 

Move east and west players from table i to table 2 



142 WHIST OF TO-DA Y. 



Third Change. 
Move deals from table i to table 2. 

a a a (c 2" " I 
t( (( (( a ^ i( (( ^ 
(( a a t( ^ a a ^ 

Don't move players. 

Fourth Change. 

This will complete one-half the play. Put 
out second-half of the deals and change players 
as follows : 

Move east and west players from table 1 to table 3 

6( (( (( a (( ( ( i( 2 (( (i 4 

(t ec ct (( (( a tt ^ (( tc j 
(( ( ( a (( ( ( a a ^ ii ii 2 

Fifth change, same as first change. 

Sixth change, same as second change. 

Seventh change, same as third change. 

This completes the play, and each pair will 
have played an equal number of deals with 
every pair playing in an opposite direction. 

In placing the pairs, north and south or east 
and west, it is well to divide the strength as 
equally as possible between the two directions, 
as that makes the best game. 

Give each pair a score-sheet on which they 
> are to enter the tricks actually taken by them. 



WHIST OF TO- DA Y. 143 

The following is a good form of score-sheet : 

Progressive Score 



M ! 


OF 


POSITION. 


M 


AND 




ISO ....... 




DEAL 
NO. 


SCORE. 


TRUMP. 


OPPONENTS. 


I 








2 








1 









A 








e 

j 








6 








7 








8 








Q 








IO 








I I 








I 2 








13 








14 








15 








l6 








17 








18 








19 








20 








21 









Total, 



144 WHIST OF TO-DA Y. 

This score-sheet, when filled up, would read 
as follows : Progressive Score 

OF POSITION. 

Mrs. Brown North. 

AND 



Mr. Smith. South. 
July 4th, 1895. 



DEAL 
NO. 


SCORE. 


TRUMP. 


OPPONENTS. 


I 


IO 


Ten Spades. 




2 


A 


Eight Spades. 


Mrs. White 





I 3 


Jack Clubs. 


A 


I 


Three Hearts. 


and 


c 

J 


O 


Two Clubs. 


Mr. Green. 


6 


■2 
O 


Ace Diamonds. 


7 


2 


King Spades. 




8 


I 2 


Two Hearts. 




Q 

y 


II 


Eight Spades. 


Mrs. Black 


IO 


5 


Seven Clubs. 


1 1 


8 


Queen Spades. 


and 


I 2 


6 


Ten Clubs. 


Mr. Jones. 


13 


7 


Nine Hearts. 


14 


10 


Seven Spades. 




is 


9 


Six Clubs. 




16 


5 


Five Hearts. 


Mrs. Dummy 


17 


8 


Ace Spades. 


18 


6 Four Diamonds. 

1 


and 


r 9 


7 


Jack Clubs. 


Mr. Dummy. 


20 


1 1 


Jack Spades. 


21 


4 


Nine Hearts. 





Total, 142 



WHIST OF TO-DAY. 145 

The score-sheet is filled up as it would be 
with three tables playing. Were there seven 
tables there would be seven adversaries, and 
three deals would be played against each. 

It is well to ask the players to compare each 
score as it is entered in order to avoid mistakes. 
Should a mistake be made, however, it can be 
detected, as the scores must prove, if correct. 
The mistake can be traced by comparing the 
sheets. 

In order to save time the following table of 
the totals of all the score-sheets can be used to 
see whether all are right : 



NUMBER OF NUMBER OF DEALS ALL SCORE-SHEETS 



TABLES. 


PLAYED. 


SHOULD TOTAL. 


3 


I S 


585 


3 


18 


702 


3 


21 


819 


3 


24 


936 


3 


27 


IOS3 


3 


3° 


I I70 


4 


16 


832 


4 


20 


IO4O 


4 


24 


I248 


4 


28 


1456 


4 


3 2 


1664 


5 


IS 


975 


5 


20 


1300 


5 


25 


1625 


5 


30 


195° 


6 


18 


1404 


6 


24 


1872 



146 



WHIST OF TO-DA K 



[Continuation of Table from p. 743.] 



NUMBER OF 


NUMBER OF DEALS 


ALL SCORE-SHEETS 


TABLES. 


PLAYED. 


SHOULD TOTAL. 


c 



3° 


234O 


7 


14 


1274 


7 


2 1 


I9I I 


7 


2o 


2 o4° 






10 


1604 






24 


2496 


Q 
O 


3 2 


33 28 


9 


T Q 

1 


2 106 


9 


27 


3 X 59 


1 


20 


2 600 


1 


3° 


3900 


1 1 


1 1 


1573 


1 1 


22 


3 T 4° 


1 2 


I 2 


T Q - -» 

lO / 2 


1 2 


2 4 


3744 


1 3 

<j 




2 107 


J 3 


26 


4394 


14 


14 


2 54§ 


14 


28 


5096 


15 


15 


2 9 2 5 


J5 


30 


5850 


When the 


total has proved 


correct, add all 



the north and south scores in one column, and 



all the east and west scores in another column, 
and get the respective averages by dividing the 
respective totals by the number of tables. All 
scores above the average are plus, those below 
minus. 



WHIST OF TO-DA Y. 147 



The following form of sheet may be used for 
this purpose : 

July 4th, 1 8 pS- 



North and South Scores. 


PLUS OR 


Mrs. Brown and Mr. Smith, 


1 4.2 




Miss Whist and Mr. Revoke, 


139 




Mr. and Mrs. Smythe, 


£52 


— 5?/3 


Total, 


3)414 




North and South Average, 


137^ 




East and West Scores. 






Mrs. White and Air. Green, 


I40 


+ 4 2 A 


Airs. Black and Mr. Jones, 


135 


- y 3 


Mr. and Mrs. Dummy, 






Total, 


3)406 




East and West Average, 


135^ 





The above sheet is made out for three tables 
that have played twenty-one deals. It will be 
noticed that the plus and minus column must 
always prove. 

Using trump indicators will often save mis- 
takes as to the turn-up. 



148 WHIST OF TO -DA K 

The following is the best form of trump 
indicator : 



Deal No. 



Spade. 


Heart. 


Club. 


Diamond. 


These indicators should be filled up when 
the original deal takes place, and should then 



be placed with the dealer's hand. 




appendix a. 




THE LAWS OF WHI6T, 



AS REVISED AND ADOPTED AT THE 

Third American Whist Congress, 1893. 



The Game. 

1. A game consists of seven points, each 
trick above six counting one. The value of 
the game is determined by deducting the loser's 
score from seven. 

Fanning the Table. 

2. Those first in the room have the prefer- 
ence. If, by reason of two or more arriving at 
the same time, more than four assemble, the 
preference among the last comers is determined 
by cutting, a lower cut giving the preference 
over all cutting higher. A complete table con- 
sists of six ; the four having the preference 
play. Partners are determined by cutting; the 
highest two play against the lowest two; the 
lowest deals, and has the choice of seats and 
cards. 

151 



152 



WHIST OF TO-DA Y. 



3. If two players cut intermediate cards of 
equal value, they cut again; the lower of the 
new cut plays with the original lowest. 

4. If three players cut cards of equal value, 
they cut again. If the fourth has cut the 
highest card, the lowest two of the new cut are 
partners, an^ the lowest deals. If the fourth 
has cut the lowest card, he deals and the high- 
est two of the new cut are partners. 

5. At the end of a game, if there are more 
than four belonging to the table, a sufficient 
number of the players retire to admit those 
awaiting their turn to play. In determining 
which players remain in, those who have played 
a less number of consecutive games have the 
preference over all who have played a greater 
number ; between two or more who have played 
an equal number, the preference is determined 
by cutting, a lower cut giving the preference 
over all cutting higher. 

6. To entitle one to enter a table he must 
declare his intention to do so before any one 
of the players has cut for the purpose of com- 
mencing a new game or of cutting out. 

Cutting. 

7. In cutting, the Ace is the lowest card. 
All must cut from the same pack. If a player 
exposes more than one card, he must cut again. 



WHIST OF TO-DAY. 



153 



Drawing cards from the outspread pack may be 
resorted to in place of cutting. 

Shuffling. 

8. Before every deal the cards must be 
shuffled. When two packs are used, the 
dealer's partner must collect and shuffle the 
cards for the ensuing deal and place them at 
his right hand. In all cases the dealer may 
shuffle last. 

9. A pack must not be shuffled during the 
play of a hand, nor so as to expose the face of 
any card. 

Cutting to the Dealer. 

10. The dealer must present the pack to his 
right-hand adversary to be cut ; the adversary 
must take a portion from the top of the pack 
and place it towards the dealer ; at least four 
cards must be left in each packet ; the dealer 
must reunite the packets by placing the one 
not removed in cutting upon the other. 

11. If, in cutting or reuniting the separate 
packets, a card is exposed, the pack must be 
re-shuffled by the dealer and cut again. If 
there is any confusion of the cards or doubt as 
to the place where the pack was separated, there 
must be a new cut. 

12. If the dealer re-shuffles the pack after it 
has been properly cut, he loses his deal. 



154 



WHIST OF TO-DAY. 



Dealing. 

13. When the pack has been properly cut 
and reunited, the dealer must distribute the 
cards, one at a time, to each player in regular 
rotation, beginning at his left. The last, 
which is the trump card, must be turned up 
before the dealer. At the end of the hand or 
when the deal is' lost, the deal passes to the 
player next to the dealer on his left, and so on 
to each in turn. 

14. There must be a new deal by the same 
dealer — 

(i) If any card except the last is faced in 
the pack. 

(ii) If, during the deal or during the play 
of the hand, the pack is proved incorrect or 
imperfect ; but any prior score made with that 
pack shall stand. 

15. If during the deal a card is exposed, 
the side not in fault may demand a new deal — 
provided neither of that side has touched a 
card. If a new deal does not take place, the 
exposed card is not liable to be called. 

16. Any one dealing out of turn or with 
his adversaries' pack may be stopped before the 
trump card is turned, after which the deal is 
valid and the packs, if changed, so remain. 

Misdealing. 

17. It is a misdeal — 



V/HIST OF TO-DA Y. 



155 



(i) If the dealer omits to have the pack cut, 
and his adversaries discover the error before 
the trump card is turned and before looking at 
any of their cards. 

(ii) If he deals a card incorrectly, and fails 
to correct the error before dealing another. 

(iii) If he counts the cards on the table or 
in the remainder of the pack. 

(iv) If, having a perfect pack, he does not 
deal to each player the proper number of cards, 
and the error is discovered before all have 
played to the first trick. 

(v) If he looks at the trump card before the 
deal is completed. 

(vi) If he places the trump card face down- 
wards upon his own or any other player's 
cards. 

A misdeal loses the deal, unless during the 
deal either of the adversaries touches a card or 
in any other manner interrupts the dealer. 

The Trump Card. 

18. The dealer must leave the trump card 
face upwards on the table until it is his turn to 
play the first trick. If it is left on the table 
until after the second trick has been turned and 
quitted, it is liable to be called. After it has 
been lawfully taken up it must not be named, 
and any player naming it is liable to have his 



156 



WHIST OF TO- DA V. 



highest or his lowest trump called by either ad- 
versary. A player may, however, ask what the 
trump suit is. 

Irregularities in the Hands, 

19. If at any time after all have played to 
the first trick, the pack being perfect, a player 
is found to have either more or less than his 
correct number of cards, and his adversaries 
have the right number, the latter, upon the 
discovery of such surplus or deficiency, may 
consult and shall have the choice — 

(i) To have a new deal, or 

(ii) To have the hand played out, in which 
case the surplus or missing card or cards are 
not taken into account. 

If either of the adversaries, also, has more or 
less than his correct number of cards there must 
be a new deal. 

If any player has a surplus card by reason of 
an omission to play to a trick, his adversaries 
can exercise the foregoing privilege only after 
he has played to the trick following the one in 
which such omission occurred. 

Cards Liable to be Called, 

20. The following cards are liable to be 
called by either adversary : 

(i) Every card faced upon the table other- 



WHIST OF TO-DAY. 



157 



wise than in the regular course of play, but not 
including a card led out of turn. 

(ii) Every card thrown with the one led or 
played to the current trick. The player must 
indicate the one led or played. 

(iii) Every card so held by a player that his 
partner sees any portion of its face. 

(iv) All the cards in a hand lowered or 
shown by a player so that his partner sees more 
than one card of it. 

(v) Every card named by the player hold- 
ing it. 

21. All cards liable to be called must be 
placed and left face upwards on the table. A 
player must lead or play them when they are 
called, provided he can do so without revoking. 
The call may be repeated at each trick until 
the card is played. A player cannot be pre- 
vented from leading or playing a card liable to 
be called. If he can get rid of it in the course 
of play, no penalty remains. 

22. If a player leads a card better than any 
his adversaries hold of the suit, and then leads 
one or more other cards without waiting for his 
partner to play, the latter may be called upon 
by either adversary to take the first trick, and 
the other cards thus improperly played are 
liable to be called. It makes no difference 
whether he plays them one after the other or 



158 WHIST OF TO-DAY. 

throws them all on the table together, after the 
first card is played the others are liable to be 
called. 

23. A player having a card liable to be 
called must not play another until the adver- 
saries have stated whether or not they wish to 
call the card liable to the penalty. If he plays 
another card without awaiting the decision of 
the adversaries such other card also is liable to 
be called. 

Leading Out of Turn. 

24. If any player leads out of turn, a suit 
may be called from him or his partner, the first 
time it is the turn of either of them to lead. 
The penalty can be enforced only by the adver- 
sary on the right of the player from whom a 
suit can be lawfully called. 

If a player so called on to lead a suit has 
none of it, or if all have played to the false 
lead, no penalty can be enforced. If all have 
not played to the trick, the cards erroneously 
played to such false lead are not liable to be 
called and must be taken back. 

Playing Out of Turn. 

25. If the third-hand plays before the second, 
the fourth -hand also may play before the second. 

26. If the third-hand has not played, and 
the fourth-hand plays before the second, the 



} VIII ST OF TO -DA Y. 



159 



latter may be called upon by the third-hand to 
play his highest or lowest card of the suit led, 
or, if he has none, to trump or not to trump 
the trick. 

Abandoned Hands. 

27. If all four players throw their cards on 
the table, face upwards, no further play of that 
hand is permitted. The result of the hand, as 
then claimed or admitted, is established — pro- 
vided that, if a revoke is discovered, the re- 
voke penalty attaches. 

Revoking. 

28. A revoke is a renounce in error not cor- 
rected in time. A player renounces in error 
when, holding one or more cards of the suit 
led, he plays a card of a different suit. 

A renounce in error may be corrected by the 
player making it, before the trick in which it 
occurs has been turned and quitted, unless either 
he or his partner, whether in his right turn or 
otherwise, has led or played to the following 
trick, or unless his partner has asked whether 
or not he has any of the suit renounced. 

29. If a player corrects his mistake in time 
to save a revoke, the card improperly played by 
him is liable to be called. Any player or 
players who have played after him may with- 
draw their cards and substitute others. The 
cards so withdrawn are not liable to be called. 



160 WHIST OF TO-DAY. 

30. The penalty for revoking is the transfer 
of two tricks from the revoking side to their 
adversaries ; it can be enforced for as many 
revokes as occur during the hand. The revok- 
ing side cannot win the game in that hand. 
If both sides revoke, neither can win the game 
in that hand. 

31. The revoking player and his partner 
may require the hand, in which the revoke has 
been made, to be played out, and score all points 
made by them up to the score of six. 

32. At the end of a hand, the claimants of a 
revoke may search all the tricks. If the cards 
have been mixed, the claim may be urged and 
proved, if possible ; but no proof is necessary 
and the revoke is established, if, after it has 
been claimed, the accused player or his partner 
mixes the cards before they have been ex- 
amined to the satisfaction of the adversaries. 

33. The revoke can be claimed at any time 
before the cards have been presented and cut 
for the following deal, but not thereafter. 

Miscellaneous. 

34. Any one, during the play of a trick and 
before the cards have been touched for the pur- 
pose of gathering them together, may demand 
that the players draw their cards. 

35. If any one, prior to his partner playing, 



WHIST OF TO-DAY. 161 

calls attention in any manner to the trick or to 
the score, the adversary last to play to the trick 
may »require the offender's partner to play his 
highest or lowest of the suit led or, if he has 
none, to trump or not to trump the trick. 

36. If any player says, " I can win the rest,' ' 
' ' The rest are ours, " " We have the game, ' * 
or words to that effect, his partner's cards must 
be laid upon the table and are liable to be 
called. 

37. When a trick has been turned and 
quitted, it must not again be seen until after the 
hand has been played. A violation of this law 
subjects the offender's side to the same penalty 
as*in case of a lead out of turn. 

38. If a player is lawfully called upon to 
play the highest or lowest of a suit, or to trump 
or not to trump a trick, or to lead a suit, and 
unnecessarily fails to comply, he is liable to the 
same penalty as if he had revoked. 

39. In all cases where a penalty has been 
incurred, the offender must await the decision 
of the adversaries. If either of them, with or 
without his partner's consent, demands a pen- 
alty to which they are entitled, such decision is 
final. If the wrong adversary demands a pen- 
alty, or a wrong penalty is demanded, none can 
be enforced. 



THE ETIQUETTE OF WHIST, 

AS ADOPTED BY THE 

Third American Whist Congress, 1893. 



The following rules belong to the established 
code of Whist Etiquette. They are formulated 
with a view to discourage and repress certain 
improprieties of conduct, therein pointed out, 
which are not reached by the laws. The cour- 
tesy which marks the intercourse of gentlemen 
will regulate other more obvious cases: 

1. No conversation should be indulged in 
during the play except such as is allowed by the 
laws of the game. 

2. No player should in any manner whatso- 
ever give any intimation as to the state of his 
hand or of the game or of approval or disap- 
proval of the play. 

3. No player should lead until the preceding 
trick is turned and quitted. 

4. No player should, after having led a win- 
ning card, draw a card from his hand for 

162 



WHIST OF TO-DAY. 163 

another lead until his partner has played to the 
current trick. 

5 . No player should play a card in any man- 
ner so as to call particular attention, to it, nor 
should he demand that the cards be placed in 
order to attract the attention of his partner. 

6. No player should purposely incur a pen- 
alty because he is willing to pay it, nor should 
he make a second revoke in order to conceal 
one previously made. 

7. No player should take advantage of in- 
formation imparted by his partner through a 
breach of etiquette. 

8. No player should object to referring a 
disputed question of fact to a bystander who 
professes himself uninterested in the result of 
the game and able to decide the question. 

9. Bystanders should not in any manner call 
attention to or give any intimation concerning 
the play or the state of the game, during the 
play of a hand. They should not look over 
the hand of a player without his permission; 
nor should they walk around the table to look 
at the different hands. 



THE LAWS OF DUPLICATE WHIST, 

AS ADOPTED BY THE 

Fourth American Whist Congress, 1894. 



Duplicate Whist is governed by the Laws of 
Whist, except in so far as they are modified by 
the following Special Laws : 

The Ga?7ie and the Score. 

(a) A game or match consists of any agreed 
number of deals, each of which is played once 
only by each player. 

The contesting teams must be of the same 
number, but may each consist of any agreed 
number of pairs, one-half of which, or as near 
thereto as possible, sit north and south, the 
other half east and west. 

Every trick taken is scored, and the match is 

determined by a comparison of the aggregate 

scores won by the competing teams. In case 

the teams consist of an odd number of pairs, 

each team, in making up such aggregate, adds, 

as though won by it, the average score of all 
164 



WHIST OF TO- DA Y. 



the pairs seated in the positions opposite to its 
odd pair. 

Each side keeps its own score, and it is the 
duty of the north and south players at each 
table to compare the scores there made and see 
that they correspond. In case they fail to per- 
form this duty the east and west scores are 
taken as correct, and the north and south scores 
made to correspond thereto. 

In a match between two teams, the team 
which wins a majority of all the tricks, scores 
the match as won by that number of tricks 
which it has- taken in excess of one-half the 
total. 

In a match between more than two teams 
each team wins or loses, as the case may be, by 
the number of tricks which its aggregate score 
exceeds or falls short of the average score of all 
the competing teams. 

In taking averages fractions are disregarded 
and the nearest whole number taken, one-half 
counting as a whole, unless it is necessary to 
take the fraction into account to avoid a tie, in 
which case the match is scored as won by c ' the 
fraction of a trick." 

Forming the Table. 

(b) Tables may be formed by cutting or by 
agreement. 



WHIST OF TO-DA Y. 



In two -table duplicate, if the tables are formed 
by cutting, the four having the preference play 
at one table and the next four at the other. 
The highest two at one table are partners with 
the lowest two at the other. The highest two 
at each table sit north and south ; the lowest 
two east and west. 

Dealing and Misdealing. 

(c) The deal is never lost ; in case of a mis- 
deal, or of the exposure of a card during the 
deal, the cards must be redealt by the same 
player. 

The Trump Card. 

(d) The trump card must be recorded before 
the play begins on a slip provided for that pur- 
pose. When the deal has been played, the slip 
on which the trump card has been recorded 
must be placed by the dealer on the top of his 
cards, but the trump card must not be again 
turned until the hands are taken up for the 
purpose of overplaying them, at which time it 
must be turned and left face upwards on the 
table until it is the dealer's turn to play to the 
first trick. The slip on which the trump card is 
recorded must be turned face downwards as 
soon as the trump card is taken up by the dealer. 

Irregularities i?i the Hands. 

(e) If a player is found to have either more 
or less than his correct number of cards, the 



WHIST OF TO- DA Y. 



167 



course to be pursued is determined by the time 
at which the irregularity is discovered. 

(i) Where the irregularity is discovered be- 
fore or during the original play of a hand: — 

There must be a new deal. 

(ii) Where the irregularity is discovered 
when the hand is taken up for overplay, and 
before such overplay has begun : — 

The hand in which the irregularity is so dis- 
covered must be sent back to the table from 
which it was last received, and the error be there 
rectified. 

(iii) Where the irregularity is not discovered 
until after the overplay has begun: — 

In two -table duplicate there must be a new 
deal ; but in a game in which the same hands 
are played at more than two tables, the hands 
must be rectified as above, and then passed to 
the next table without overplay at the table at 
which the error was discovered, in which case, 
if a player has a deficiency and his adversary 
the corresponding surplus, each team takes the 
average score for that deal, if, however, his 
partner had the corresponding surplus, his team 
is given the lowest score made at any table for 
that deal. 

Playing the Cards. 
(f ) Each player, when it is his turn to play, 
must place his card face upwards, before him, 



WHIST OF TO-DA Y. 



and towards the centre of the table, and allow 
it to remain upon the table in this position 
until all have played to the trick, when he must 
turn it over and place it face downwards, and 
nearer to himself, placing each successive card, 
as he turns it, on top of the last card previously 
turned by him. After he has played his card, 
and also after he has turned it, he must quit it 
by removing his hand. 

A trick is turned and quitted when all four 
players have turned and quitted their respective 
cards. 

The cards must be left in the order in which 
they were played until the scores for the deal 
are recorded. 

Claiming a Revoke. 

(g) A revoke may be claimed at any time 
before the last trick of the deal in which it oc- 
curs has been turned and quitted and the scores 
of that deal recorded, but not thereafter. 



Single-Table or Mnemonic Duplicate. 

The Laws of Duplicate Whist govern, where 
applicable, except as follows : 

Each player plays each deal twice, the second 
time playing a hand previously played by an 
adversary. 



WHIST OF TO- DA Y. 169 

Instead of turning the trump, a single suit 
may be declared trumps for the game. 

On the overplay, the cards may be gathered 
into tricks instead of playing them -as required 
by Law (f). 

In case of the discovery of an irregularity 
in the hands there must always be a new deal. 




appendix b. 




GLOSSARY. 



Advanced Leads. — See " American Leads.'* 
America?i Leads. — A system of leads by which 

the number in suit is shown by the high 

card led. 

Best. — The highest unplayed card of a suit — the 

master card. 
Blocking. — Obstructing a suit by holding up a 

winning card of it. 
Book. — Six tricks. 

Bring in. — To make all the remaining cards of 
a suit. 

Bnmblepuppy. — a A manner of playing Whist, 
either in ignorance of all known rules, or 
in defiance of them, or both." 

Call.— See " Signal." 

Card of Re-entry. — See " Re-entry." 

Command. — The best card of the suit. 

Compass Wliist. — See "Progressive Whist." 

Conventional — A term applied to plays most 

generally approved and adopted. 

173 



174 



WHIST OF TO-DA K 



Coroner' s Table. — A table where hands are ex- 
amined and criticised after they have been 
played. 

Coup. — A strategic stroke : a brilliant play. 
Court Cards. — Ace, King, Queen and Jack. 
Cover. — To play a card higher than the one led. 
Cross Ruff. — When "north" trumps a suit 

led by ' ' south. ' ' who in turn trumps a 

suit led by " north." 
Cutting. — The act of separating one part of a 

pack from the other. 
Deal. — The fifty -two cards as dealt, or the four 

hands combined. 
Dealer. — The one who distributes the cards to 

the players. 

Discard. — v. To play a card of a plain suit 
which is not led. 
n. The card so played. 

Disguising the Number. — Playing a card with 
the intent of deceiving the other players 
in regard to the number in suit. 

Doubtful Card. — A card which is not itself a 
winner, but which your partner may or 
may not be able to win. 

Double Dummy. — Whist when played by two 
players, the other two hands being ex- 
posed on the table. 

Dummy. — Whist when played by three players, 
the other hand being exposed on the table. 



WHIST OF TO-DAY. 175 

Duplicate Play. — See 6 6 Overplay. ' ' 

Duplicate Whist. — A modification of Whist in 

which each hand is played more than once. 
Echo. — A return signal showing four trumps to 

the partner after his trump -signal or lead. 
Eldest Hand. — The original leader. 
Established. — A suit in such condition that the 

holder is sure to take every remaining trick 

in it. 

Exposed Card. — Every card faced upon the 
table otherwise than in the regular course 
of play, or shown in any manner, so as to 
be recognized and liable to be called. 
See "Laws of Whist," pages 156-158. 

Eall. — The order in which cards are played 
to a trick. 

Face Cards. — Ace, King, Queen and Jack of 
the plain suits. 

False Card. — A card which is not the conven- 
tional play under the circumstances. 

Finesse. — An attempt to win with a card lower 
than, and not in sequence with, the highest 
in the hand. 

First-Hand. — The leader on each trick. 

Follow Suit. — To play the same suit as the card 
led. 

Force. — Leading a card that another player 
must trump to win. 



176 



WHIST OF TO- DA Y, 



Forced Lead. — A lead which you are compelled 
to make, not because you desire to lead 
that suit, but because to lead any other 
would be damaging. 

Fourchette. — The holding of both the card next 
higher and next lower than the one led. 

Four-Signal. — A system of showing four trumps 
by the play of the small cards in a plain 
suit. 

Fourth-Best. — The fourth card from the top of 
a suit. 

Fourth- Hand. — The player to the right of the 
leader. 

Game. — A definite number of points agreed 
upon as the end of the game. In this 
country generally seven ; also, To do well 
in the particular hand or suit. 

Grand Coup. — Throwing away a superfluous 
trump. 

Guarded. — A high card so protected by smaller 
cards of the same suit that it cannot be 
forced out of the hand by the adversaries 
leading higher cards. 

Hamilton Leads. — The system of leads used by 
the team of the Hamilton Club. 

Hand. — The thirteen cards dealt to each player. 
The four hands are also referred to as 
' 6 the hand." "The deal" is, however, a 
less confusing term. 



WHIST OF TO-DAY. 177 

High Cards. — Ace, King, Queen, Jack and Ten. 
Holding Up. — Refusing to play a certain high 
card. 

Honors — Ace, King, Queen and Jack of 
trumps. 

In. — The cards that have not been played. 
Informatory Gain. — A style of game that gives 

information. 
Jumping a Suit. — To lead a winning card in 

one suit and then lead another suit the 

next trick. 

Lead. — n. The first card played of any round. 

v. To play the first card of any round. 
Leader. — The first player. 

Leading Through. — A leader leads through his 
left-hand adversary. 

Leading Up To. — A leader leads up to his right- 
hand adversary. 

Long. — To have more than three cards of a suit 
originally. 

Long Cards. — The cards remaining in hand 
after all the others of the same suit are out. 

Long Suit. — A suit which contains more than 
three cards. 

Long Triwips. — See "Long Cards." 

Losing Card.— One which, unless discarded, is 
sure to be won by the adversaries. 

Love. — No score. 



i 7 8 



WHIST OF TO- DA Y. 



Love-all. — The state of the score before either 

side has made a point. 
Low Cards. — Nine to Two, inclusive. 
Make a Card, — To take a trick with it. 
Make-up. — To shuffle a pack so that it is ready 

for the next dealer. 
Masking a Signal. — To start a signal and not 

complete it on the second trick. 
Master Card. — The highest unplayed card of a 

suit. 

Memory Duplicate. — See "Mnemonic Dupli- 
cate." 

Mnemonic Duplicate. — A system of Duplicate 
Whist by which the same players partici- 
pate in both the original and duplicate play. 

Non-Lnformatory Game. — A style of game that 
gives no information. 

Old Leads. — The system of leads in general 
use before the suggestion of the system of 
American Leads. 

Odd Card or Trick. — The additional trick taken 
by a side when the score is 7-6 in its favor. 

Opening. — The first lead of a suit, or hand, as 
the case may be. 

Optional Trump Leads. — A system of leads by 
which in certain cases trump strength may 
be shown at the option of the leader. 

Original Play. — The first play of a deal in a 
duplicate match. 



WHIST OF TO- DA Y. 



179 



Overplay. — The second or any subsequent play 
of a deal in a duplicate match. 

Out. — The cards that have been played. 

Pass. — Not to make an effort to take a trick 
although in your power to do so. 

Piano Hand. — One easily played, and which 
in a duplicate match would, probably, pro- 
duce the same score at every table. 

Plain Suit. — A suit not trump. 

Plain- Suit Echo. — A system of play by which 
the third-hand shows exactly four cards 
in the suit led by his partner. 

Plain-Suit Signal. — A system of play by which, 
trumps being out, strength or weakness in 
a suit is shown. 

Play. — The act of taking a card from the hand 
and placing it on the table. 

Playing to the Score. — To so vary the usual play 
as to insure the number of tricks necessary 
to either win or save the game. 

Points. — Each trick in excess of six. 

Post- Mortem. — A talk over, or criticism of a 
deal that has been played. 

Private Convention. — A system of play under- 
stood only by the partners who use it. 

Progressive Whist. — A method of duplicate 
play, in which the east and west players 
move from table to table. 
Quart. — Four cards in sequence. 



WHIST OF TO-DA Y. 



Quart Major. — Ace, King, Queen and Jack 

of any suit. 
Quint. — Five cards in sequence. 
Quitted. — When all the players have removed 

their hands from a trick that has been 

turned. 

Re-entry. — Regaining the lead. A card of re- 
entry is one which is sure to win and there- 
fore insures the obtaining of the lead. 

Re?iounce. — Not to follow suit. 

Revoke. — Renouncing with a card of the suit 
led in hand. 

Round. — The play of the four players on a 
trick. 

Rubber. — Two out of three games. 
Ruff. — To trump. 

Score. — The record of a match, game or deal. 
Second-Hand. — The player to the left of the 
dealer. 

See-Saw. — See " Cross Ruff." 
Sequence. — Two or more cards in consecutive 
order. 

Short Suit. — One of less than four cards. 

Short Whist. — A game of five points counting 
honors, the method now generally em- 
ployed in England. 

Shuffle. — To make up the pack. 

Signal. — To play an unnecessarily high card, 
followed by a smaller one of the same suit. 



WHIST OF TO-DAY. 181 

Single Discard Call. — A system whereby part- 
ners agree that the discard of an Eight or 
higher card of a suit not in play shall be 
considered a trump-signal. 

Single-Table Duplicate. — See "Mnemonic Du- 
plicate. ' 1 

Singleton. — The only card of a suit dealt to a 
hand. 

Slam. — Taking the whole thirteen tricks. 
Small Cards. — Nine to Two, inclusive. 
Straight Whist. — Whist when the deals are 

played but once. 
Strengthening Card. — A medium or high card 

of a suit, which may be the partner's, led 

to aid him in establishing it. 
Strang Suit. — One in which a player has both 

high cards and numerical strength. 
Sub- Echo. — A development of the echo to 

show three trumps. 
Suit. — One of the four main divisions of the 

pack. 

Tenace. — The best and third-best or second 
and fourth-best of a suit. The former is 
called a major tenace, the latter a minor 
tenace. The first, third and fifth-best 
constitute a double tenace. 

Third-Hand. — The leader's partner. 

Thirteenth. — The last card of any suit. 



182 WHIST OF TO-DA K 

Three- Echo. — A modern development to show 

three trumps. 
Throwing the Lead. — Playing a card that makes 

another player take the trick. 
Tierce. — A sequence of three cards. 
Trick. — The four cards played on one round. 
Trumps. — All the cards of the same suit with 

the card turned by the dealer. 
Trump Card.- — See ' £ Turn-up. ' ' 
Truvip Signal. — See ' i Signal. 1 ' 
Trump- Showing Leads. — A system of plain-suit 

leads showing the strength of the hand in 

trumps. 

Tur?i-ip. — The last card of the deal— it is 

faced by the dealer. 
Unblocking.— Getting rid of the command of a 

suit. 

Under Play . — Playing low cards instead of high 
ones when, as a general rule, the high 
cards should be played. 

Weak Suit. — One containing few or no high 
cards. 

Winning Cards. — Cards that are the highest of 
their suit. 

Yarborough. — A hand which contains no high 
card, i. e., neither- an honor, face card nor 
ten.- 




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